Stellaris
Ancient Cache of Technologies
Balance/Complains/Suggestion Department
Feels like I made something too OP?

My mod causes the game to CTD somehow?

Any more ideas how I can made the FEs even more tough?

Drop them all here.
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Hard-Light Vessels do not have slots for weapons, only allows loadout of utility and auxiliary slots. EDIT: I should add I am using the Kurogane shipset as well. There seemed to be the same issue with their patrol and advanced corvette sections that was updated. This current issue may be a bug with that mod exclusively.
Отредактировано CaribouLou; 22 мар. 2020 г. в 18:51
I think hard-light machine assembly is quite OP.

I just finished a hive playthrough, with all pop-growth bonuses possible taken and 4 pop growth buildings on a planet (Spawning pools, clone vats, sequence pools, advanced cloning vats) and had population growth at 14 per month.

I'm now playing a machine empire. I have just two pop buildings: Machine assembly complex and hard-light machine assembly. My pop growth is 42 per month.
On the above note, I'll just downloaded the mod + override to complement ZOFE, I loaded into a post victory Hivemind playthrough and I am wondering why the cloning vats don't simply upgrade into the advanced one, as well as the spawning pools upgrading into the sequence pools. Same many of the science facilities and resource buildings.

I think that would be more appropriate and would save on planet building tiles.

On another note how do I get light resources, is that an event or something to unlock the tech?
Chirumiru ShiRoz  [Разработчик] 8 апр. 2020 г. в 1:04 
@icer4

1. Making vanilla buildings upgrade into new tiers require overwriting vanilla files, something I'd like to avoid in general.

2. Light Energy is for SOFE which is not yet updated at the moment.

3. Machine Empire gets that to help compensate for their poor growth rate at start, and organic empires save for hive minds can build them too. Honestly I feel like its the problem with Hive Minds not being able to build robots, which I honestly has no idea why are they not allowed to do so lol.
Thanks you for the answer. :)

Another question, what is SOFE and when can we expect the update?
Chirumiru ShiRoz  [Разработчик] 9 апр. 2020 г. в 4:39 
Its an ACOT late-game crisis mod and it won't be worked on until most of ACOT mechanics are up to date.
Found a potential bug regarding a specific technology and the Contingency End-game Crisis (assuming this is the correct mod that adds it).


My current Iron Man game is bugged regarding one of the four Processing Hubs that the Contingency uses. The Hub got terraformed into a Barren planet and became a terraforming candidate. However, it never got registered as a completed objective upon "destruction."

I'm assuming it's because of a specific bombardment technology and stance ("Asteroid/Meteor" Something) that randomly adds 30% Devastation, kills pops and turns the planet Barren if no pops are present.

I tried Cracking the planet. Didn't work, haha.

If it's not from this mod then I apologise.

Chirumiru ShiRoz  [Разработчик] 9 апр. 2020 г. в 12:41 
No, its not from this mod. This mod adds only Punishment/Exterminatus and Annihilatus.
Cheers! Will do some extra digging in that case.
Kind of a bug report I guess: the Stellar Battleship Stern D is no Upgrade to the Delta Battleship Stern D. They are exactly the same? Maybe you meant to double the weapon slots like on most Stellar Sections but forgot that here?

EDIT: Also all ship classes seem to have a free 150k energy stellarite reactor after researching all the stellarite research. (Which means I don't know which one gave it).

EDIT 2: Weren't we supposed to be able to build a Giga Fortress on a Birch world? pc_birch is not in the habitable_structure filter (anymore?)...
Also wtf is this game. I added the corresponding change into the mod myself and the game just doesn't care and still doesn't show it. I found no mod cache of stellaris or so, so how the F can the game just ignore the change?? - kept in for consistence - I found the reason, ACOT Override killed my change because it has the same var and is later in the load order.
Отредактировано Shad0wlife; 10 апр. 2020 г. в 13:12
Not sure if this is even a bug of this mod or just vanilla weirdness. But Starbases in my game seem to ignore the delta weapons for their core sections. Added gun and missile batteries add them as normal, but the starter slots just use gauss and laser weapons. Even weirder: I use NSC and the added starbase levels switch over to the dark matter weapons.
Chirumiru ShiRoz  [Разработчик] 13 апр. 2020 г. в 20:57 
Auto-upgrade ships like starbases and such only upgrade themselves if the AI weights fit the criteria at the exact time of the upgrade or up until the starbase is transformed.

For example, if you upgrade from Enigmatic to DM Gauss, but your DM stockpile is too low at that exact time, then it won't upgrade until you change the starbase (be it by upgrading it or downgrading it)

It's base game issues.
Could the weights be different for stock starbases than for mod added ones? I tested by using max_resources and instant_build to construct a new starbase and level it up all the way to NSC headquarter station. Up to Citadel use gauss 5 and laser 5, only batteries use DM Plasma. Stronghold and Headquarter from NSC use DM Plasma and DM Disruptor in the M slots. The L slots use Neutron Launchers even though I have the DM equivalent.
Chirumiru ShiRoz  [Разработчик] 14 апр. 2020 г. в 5:31 
Didn't NSC adds its own components and stations? Another way in which starbases may refuse to upgrade is the lack of sufficient power provided by the generator.
NSC doesnt add weapons that would fit into M slots though. I checked power by temporarily enabling is_designable = yes for starbases. No problems for the design itself.

Next I added ESC and researched the Tier 6 laser from that pack. That weapon was correctly added to replace the Gamma Laser. Code for that weapon looked nearly identical though, only difference being ESC having entries for weapon entities. Its honestly vexing for me why it uses Adv. Combat Lasers in starbases but not Delta Lasers.

While looking though your code I also found the "### DM Launcher" having the weapon_role_anti_shield ai_tag instead of the proper weapon_role_anti_armor.
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