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Zgłoś problem z tłumaczeniem
Administratum looks good.
Benevolence looks good, but TCP Handshake Nodes doesn't work for Rogue Servitor buildings, so that node is completely useless to them.
Commerce trade value swap doesn't seem to work for Rogue Servitors, they still get the trade bonus. Gestalts in general getting 2 monthly 10% energy bonuses from adoption/finisher is a tad boring, maybe swap one of them to +1 energy from tech drones or something?
Compassion is nice, but Patience and Understanding doesn't seem to actually be swapping? It says in the description here it works for spawning drones, replicators, and evaluators, but loading up my RS I don't seem to get any of those bonuses and the ingame description doesn't register it. Machine empires don't get much from biology research speed or immigration growth either, so maybe those could use swaps.
Cybernetics looks great!
Ingenuity is good, buuuuut I'm not sure about giving every starbase a shipyard slot. I would rather have ships build from my mega shipyard or dedicated shipyard starbase rather than showing up from god knows where, especially with the current reinforcement bugs.
Insight is good, though I think 25% weapon damage might be a bit much, 15% maybe?
Malevolence is good, but Spiteful Negotiations needs a gestalt swap badly.
Metallurgy is good, but Optimized Ore Processing is... overwhelmingly strong. Maybe +1 alloy instead?
Mettle - Mining Consortium gives energy districts instead of mining districts. Looks great otherwise!
Naval Ascendancy looks solid.
Naval Heritage adoption giving 25% hull is pretty crazy, I'd suggest 15% instead. Similar with the armor/shield bonus. Otherwise, I like it a lot.
Order - Extended Control Subroutines doesn't have the bonuses properly spaced (all on one line instead of 2), and the gestalt swap doesn't seem to work. Otherwise fine.
Perseverance is good, though machine empires might need a swap for the agri districts at the very least.
Radiance looks good, though 25% ship XP might be a bit too low? idk.
Renewal is dope, but the strategic resource job node seems... idk, out of scope? And a compatibility nightmare. Maybe change it so those jobs give +1 of their strategic resource instead?
Solidarity has THE most creative bonus I've seen on a tradition in any mod lol. Great for Lithoids, Rogue Servitors, etc. The finisher has a typo (empire empire monthly unity). The unity bonus doesn't seem to work for agri/mining/tech drones, sadly, and the medical worker job doesn't work for gestalts. Governing ethics attraction is also useless for a gestalt. Otherwise, one of the cooler and stronger traditions of the bunch, I really like it!
Splendor is cool and creative.
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Overall, a very solid set of traditions. I'm impressed with the end result. You even managed to make 'get more food' into a useful and viable tradition, so props for that.
Unfortunately, the building overrides make this mod absolute hell for compatibility. I realize you may not be interested in changing it and that is fine, but if you are willing to reconsider, adding resources or reducing upkeep to jobs is far safer imo; ex. instead of +10 unity from unity buildings, +1 unity to unity jobs or halving bureaucrat upkeep would have a similar effect without making this mod nearly impossible to run alongside anything else that touches buildings.
Job resource bonuses are also handled in the least compatible way possible. It would be FAR more compatibility friendly to add this mod as a dependency (https://steamcommunity.com/sharedfiles/filedetails/?id=1688887083) and use proper "planet_x_y_produces_add" modifiers. Same results, far less work (all you have to do is add some localization for those that aren't vanilla), and no need to overwrite every vanilla job in the game.
Please consider switching to this method; you can overwrite the file in economic_categories yourself if you don't want a dependency, but you'll be saving yourself a LOT of work in the long term regardless.
I agree the way I've implemented some of this has caused a number of compatibility issues; particularly with mods that adjust vanilla pop jobs and buildings. I did initially begin coding in job bonuses with the dedicated legacy modifiers. Mettle, Perseverance, and Radiance are all using this legacy method. However, doing so requires the creation of four localization entries and four modifier icons. I wanted to get the core of the mod completed and thus resorted to coding the bonuses directly in the pop jobs files. This is likely something that I will revisit in the future.
Buildings are going to be a bit tricky because I wanted to add a large number of T2/3 buildings didn't previously exist. I really like the design space and wanted to utilize it in order to encourage players to build some buildings that have historically been very niche. If there are other mods that want to use these building mods I'd be happy to write up compatibility patches to ensure that they work for others.
I think I've covered everything, though if not please let me know. I greatly value all of your feedback and really appreciate you taking the time to write all of this up.
For the localization stuff - most of the icons etc are already existent, just need to be put together. mod_planet_telepaths_society_research_produces_add: "£society£Society research from £job_telepath£Telepaths increased by" (or similar) is the most you need to do localization wise with the method I linked above, all the parts already exist, the only struggle is sometimes finding the vanilla icon if it's named weirdly enough lol. You can simplify a bit by skipping the job icon and just writing "Metallurgists," so you only need to track resources, I doubt anyone would notice/care.
I think a portion of the disconnect about buildings is that, generally speaking, I prefer to use focused mods with minimal overlap. If I add a tradition mod, I want traditions, with as little else as possible. Some mods (ex. Ethics and Civics: Bug Branch) make far more building changes than I'd like, but it makes sense in context of the mod.
I'm actually working on my own building expansion as well, to add more options. I definitely agree there is a lot of space there, it's just not pleasant to run into unexpected compatibility errors due to expanded scopes haha, and the less compatibility issues you have, the less patches and angry people in comments you have to deal with.
But yea, again, I'll definitely be eager to see how this progresses. You have a phenomenal foundation here, and I'm glad this saw the light of day 'cuz I'd definitely like to work it into my MP games.