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Сообщить о проблеме с переводом
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.
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?
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.
Another question, what is SOFE and when can we expect the update?
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.
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.
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.
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.