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More specifics please?
EDIT: It's a MP save so can't use console afaik.
https://steamcommunity.com/sharedfiles/filedetails/?id=1196859854
It allows succesful completion of EF to also grants Dank Matter after you research Encoder/Decoder.
Apart from that, the only other solution I can think of without using console is to make a manual compatibilty patch that adds these new techs of the other mod into a possible candidate for learning Dark Matter Power. It is quite a complicated task, I can show you how if you're willing to invest heavily in it.
Otherwise a simpler workaround solution is to implement your own method of making dark matter tech possible, obviously doing this will cause every AI empires who are capable of doing so also gets Dark Matter.
Make a new mod and copy this file into it
Stellaris/common/technology/00_fallen_empire_tech.txt
Under the Dark Matter Power Core section, replace the entire section with this new code that I think should be appropriate
# Dark Matter Power Cores
tech_dark_matter_power_core = {
cost = 40000
area = physics
tier = 5
category = { particles }
ai_update_type = all
weight = 5
is_rare = yes
prerequisites = { "tech_zero_point_power" "tech_mine_dark_matter" "tech_matter_generator" }
prereqfor_desc = {
hide_prereq_for_desc = component
custom = {
title = "TECH_UNLOCK_DARK_MATTER_POWER_TITLE"
desc = "TECH_UNLOCK_DARK_MATTER_POWER_DESC"
}
}
weight_modifier = {
modifier = {
factor = 0
NOR = {
research_leader = {
area = physics
has_trait = "leader_trait_expertise_particles"
}
research_leader = {
area = physics
has_trait = "leader_trait_curator"
}
research_leader = {
area = physics
has_trait = "leader_trait_spark_of_genius"
}
has_modifier = "curator_insight"
}
}
modifier = {
factor = 0.35
has_modifier = "curator_insight"
}
modifier = {
factor = 0.25
research_leader = {
area = physics
has_trait = "leader_trait_expertise_particles"
}
}
}
ai_weight = {
factor = 30 #This is the most OP stuff an AI can ever dream of!!?!
modifier = {
factor = 1.25
research_leader = {
area = physics
has_trait = "leader_trait_expertise_particles"
}
}
}
}
With this code, a normal empire will be able to research Dark Matter Power if they have Zero Point Power, Dark Matter Drawing and Matter Generation..........HOWEVER
An ordinary scientist will never be capable of understanding this concept alone, That scientist must either be at least an expert in particles or possess curator data to even be able to rationize the concept (25-35% of Weight 5)
Only a curator or a genius scientist stands any hope or chance of being able to grasp the proper understanding of Dark Matter Energy. But even so, the chances are slim, but there's always a possibility.
And even then, fully understanding requires an extensive research, trial and error, multiple experiments, hundreds of theroies. It will take very, very long (Approximately twice as long as the longest Tier 5 tech research time)
If this code works correctly, however. Your empire will be able to properly understand how to master the Dark Matter, on your own (Annnnd certain help from Curator).
If you really want to get Dark Matter tech and you possess basic understandings of code, I will rewrite the above code in maybe Google Doc or something so the spaces are applied correctly.
If you are proficient with Stellaris coding, you may also add additional conditions to make it even harder, such as limiting the tech to appear only at end-game or add additional tech requirements etc.
Otherwise, better just subscribe to the mod mentioned above or any other mods that add new ways to obtain Dark Matter.
Fixed it by loading the mp save into sp and adding the tech with console.
I am 250+ years from ascension and I still have below 10% decadence. My empires are pumping 31k resources per month while having oversized fleets lol.
Keep in mind this mod reduces decadence from 2 per month to 0.2 (and there's a 0.5 chance it won't happen)
Let me clarify several things first:
When ZoFE 1 first came out, Decadence as a mechanic does not exist. After a while, it becomes clear that it is hard coded and will apply on Ascended Empires just as it applies on Awakened Fallen Empires. So as a mod developer, at that point you either have to accept that, or you change it or remove it.
In ZoFE 2 much of the mechanics in the mod are changed, but the base code for Ascended Empires remains the same, meaning we keep the Decadence. Moreover, in placing a higher emphasis on story, now I have to try to 'convince' and 'sell' you this as though I had a hand in creating Decadence. If you buy this story, you buy it. But if you aren't convinced then I am not obliged to convince you beyond providing the mechanics themselves on the value of gameplay and user-friendliness.
Decadence, as defined by Google, is "moral or cultural decline as characterized by excessive indulgence in pleasure or luxury." It is not too hard for it to start to happen in highly developed society. Say, if you work and don't work, but the society largely remains as prosperous as the day you were born, then why would the people remain as driven as the previous generation? Like I said, you can either buy this description, or you don't. But I find it much more convincing than a +33% against FEs or +33% damage against Crises in general.
As for the implementation of the Decadence mechanic, for many, many months I kept the vanilla settings in defines, meaning it ticks normally. I suppose you weren't on the receiving end of the amount of players coming forward voicing their displeasure at this debuff. Even then, it is a simple defines value in file which people could change at any time. You can say that I eventually caved in to the many people's demand of absolutely 0 decadence (which would then also remove it for Awakened Fallen Empires), and chose a compromise by making it a much long process, but I completely, and totally rebuff the idea that there is inconsistency on my part.
If you are really worried about Decadence, Chirumiru has already explained why it doesn't do that much to the player. I would also like to elaborate that an Ascended Empire have many powerful civics which negate the effects and could potentially even out the Decadence debuff
at its highest, not withstanding the 'golden age' that you would have while receiving these benefits without Decadence whatsoever. Despite reading your two posts I still didn't really understand your point or key issue or what you want changed, so this is probably all I can reply to at this stage.