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Select any star, planet, fleet etc within wild space system and execute the following console command (you can copy and paste):
effect solar_system = { set_star_flag = acemod_star_flag_solar_system_constructor_target set_star_flag = acemod_star_flag_starbase_construction_system }
This will tell ACE to never bother with sending constructors and trying to build a starbase there.
I have no way to tell which systems are from wild Space. I had a look and saw that wild_space_system star (solar_system) flag exists so you could try execute the following:
effect every_system = { limit = { has_star_flag = wild_space_system } set_star_flag = acemod_star_flag_solar_system_constructor_target set_star_flag = acemod_star_flag_starbase_construction_system }
I am unsure if those are all systems though, or if they allow or not starbases.
Ideally Wild Space author would set up the following star flags flags on all Wild Space systems which should not be claimed:
acemod_star_flag_solar_system_constructor_target
acemod_star_flag_starbase_construction_system
This way I don't have to guess and the solution would remain compatible for eternity.
From what I can tell reading through the scripts, those flags are used by ACE to designate systems that are already targets for building or actively being built. IMO seems have a bit of a code smell to use that same flag for another mod to tell ACE that a starbase should never be built there. Would you be willing to add a flag specifically for this purpose? Something like acemod_star_flag_invalid_construction_target for Wild Space (and potentially other mods) to use?
Try then:
effect every_system = { limit = { is_star_class = sc_dn } set_star_flag = acemod_star_flag_solar_system_constructor_target set_star_flag = acemod_star_flag_starbase_construction_system }
I would still prefer if compatibility was added on Wild Space side as I'd prefer avoiding adding excess trigger to fleet logic to save a little bit on AI script performance.
ACE does not manually remove those flags, I make those specifically timed.
I appreciate the help.
Hotfix:
- Fixed crisis utility buff ship components being visible in ship designer. This won't remove them from saved designs so make sure to not tell your friends if you are playing multiplayer.
Thank you for prompt report!
I seem not to be able to activate Technology, Enemy Unknown, army strenght and engineering of the relics in the mod menu. I click and it stays on inactive. Other options I can change to active.
Load order ACE is dead last in Irony Mod Manager, UI Overhaul Dynamic is installed, other mod that modifies UI is ACG which according to mod author should be compatible with ACE.
Maybe I am missing something, any hint would be appreciated!
Thanks for playing. :)
I was checking the options before and is seems like it is not there, tried also to put ACE before ACG just in case and on a fresh start but still no option unfortunately.
I removed all mods except ACE and ACG just in case it was some weird compatibility issues but still nothing.
https://steamcommunity.com/sharedfiles/filedetails/?id=2733174964
It is not such a big deal, I know it must be a pain in the ass to keep cross compatibility with so many mods in Stellaris, I can play this next game without those options :)
ACE menu - > Crisis Manager - > Advanced Options