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It actually doesn't work. I set the policy to Half Spending - Defense Fortresses and it keeps building Defense Platforms. Is it possible that the game can't make Fortresses if there are two different designs?
@hexosecurity319, once you take the perk, the game will put stations around EVERY one of your stations because by default it's set to "Full Spending". You need to set it to half spending to limit the construction to your bastions
did not try solo
It's just that ruins every my gameplay.
I basically get this automatic construction of defensive platforms without costing me any alloys to make them...
But it cost on the production of alloys. As result... I can't stop going bankrupt and I end up losing my fleets, most of my buildings etc etc...
It's nerving and annoying because I would have the chance to select which station to fortify without wasting resources to presidiate my whole empire, every single station.
No offense eh? I'm not criticizing. No hate, I really appreciate and love your work.
It's just that this thing really ruins my gameplay and that makes me a bit sad.
Just that. But it's fine. No problem. Now that I know, I will avoid using Eternal Vigilance.
The Eternal Vigilance policy, unlocked by the perk of the same name, will now allow the player to choose what type of defense will be randomly built at their starbases - vanilla Platforms, NSC Stations, or NSC Fortresses.
The Eternal Vigilance policy will now automatically build paltforms up to the starbase's full defense capacity, rather than only 50% (this basically reverts a change vanilla recently made, as this feature originally did build up to 100%)
I appreciate the offer, but I'm not planning to spend money on stuff for a mod that I can't charge anything for LOL.
Even when we do get around to adding more classes to the bioships, there is a limit to how many slots the UI can hold before the player can't equip them due to them overlapping or running off the screen, so we're not going to be able to make the bioships match the NSC classes unless Paradox changes how they work to allow them to have multiple sections per growth stage.
Regarding the issue of the biological ships, have you considered seeking help from paradox? As far as I know, a mod development team for CK3 received assistance from paradox.
THealy22 - did you build the Grand Shipyard megastructure? That’s where you have to build it. If you did and can’t build it there, you have a mod conflict somewhere.
Broodje - I can’t say for sure yet, because we discovered that the bio ships cannot have more than 1 section per growth stage, so if we added new classes, they’d either have to have only 1 growth stage or we’d be pretty limited on how many slots they could have. On top of that, we cannot create new models for the new classes, so they’d have to use existing models, which I know some people won’t like.
jimmy cooks - You either have a mod conflict somewhere or Steam did not download all of your mod files properly. Please follow the troubleshooting guide under the yellow banner above.
Somehow seems that the Frigate's sections doesn't show up.
Thanks for the courtesy.
Cybertryx - Are you using a save game from before the update? If so, you might have to make a new design from scratch. If it's a new game, you might need to follow the troubleshooting steps on this page because Steam Workshop is notorious for not downloading all files properly after an update.
yogurt - I would need more detail on what exactly is happening to be of any help.
Leonmitchelli - I just ran the game as a test and I was able to start a bioship empire fine, and I used the console to research all techs and everything came up as it should. Are you using any outdated mods? Also, I have been told (but have not verified) that ACOT also edits the bioships and is now incompatible with NSC, so if you have ACOT, try turning it off to see if that is the cause.
locator = { name = "part1" position = { 0 0 -14.5 } rotation = { 0 0 0 } }
locator = { name = "part2" position = { 0 -0.3 -9.0 } rotation = { 0 0 0 } }
locator = { name = "part3" position = { 0 -0.3 -0.5 } rotation = { 0 0 0 } }
locator = { name = "part4" position = { 0 -0.3 2.0 } rotation = { 0 0 0 } }
locator = { name = "part5" position = { 0 -0.3 11.3 } rotation = { 0 0 0 } }
Also the new warden ship set looks amazing with this mod