Stellaris

Stellaris

EAC: New Additions
171 条留言
CTH2004 2019 年 2 月 24 日 上午 10:39 
Ok!

Thanks!
The Dadinator  [作者] 2019 年 2 月 24 日 上午 10:13 
When I get to that point sure.
CTH2004 2019 年 2 月 24 日 上午 9:57 
If it comes out in pieces, could you put all of the "pieces" in their own collection, seperate from the 2.2 Mods (Also i nthe 2.2 mods of cours), that way, you can subscribe to all of thme with the touch of a button!
The Dadinator  [作者] 2019 年 2 月 18 日 下午 4:15 
@TurtleSchroom - Ever wanted a research grant targeted at a particular branch of research? Want to weed out troublesome ethics using state run media? Want to expand your habitats for more growth? From the ashes of the original EAC: New Additions mod comes the edicts and decisions that were part of it, updated for 2.2.
Read more on the workshop:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1660238390
TurtleShroom 2019 年 2 月 11 日 下午 3:03 
Sure, I have no problem waiting on that.
infernalthing 2019 年 2 月 11 日 下午 2:46 
Doesn't bother me if it's in pieces.
The Dadinator  [作者] 2019 年 2 月 11 日 上午 10:15 
If I do revive this, are you OK with it coming out in pieces, meaning multiple mods? The campaigns and ambitions could release pretty quickly (not much change is needed in that code), whereas the resources and buildings need much more work to get in line with 2.2.
TurtleShroom 2019 年 2 月 10 日 下午 9:44 
Instead of increasing the maximum Influencw storage, consider having the building create Influence.
The Dadinator  [作者] 2019 年 2 月 10 日 下午 8:31 
And I even did a bit of research tonight... the Galactic Stage would need to be completely rethought if it comes back... no way to increase influence max anymore... a modifier is still there but it does nothing now :(
The Dadinator  [作者] 2019 年 2 月 10 日 下午 6:46 
Thank you for your enthusiasm. It does mean a lot. I will see what I can do. I am finishing up two other mods this week so I won't have cycles at least until next week to plan anything.
TurtleShroom 2019 年 2 月 10 日 下午 5:13 
What's the difference between hover and pop-up? They literally do the same thing. If you have one, you dont need the other. As for the boosting buildings, your Mods provide extra boosts and different sorts of boosts, etc., which makes them supplementary to the Vanilla rendition buildings.

I would download this in a heartbeat. It's not duplicity if the Buildings that add better features (etc.) have their own reasoning, code, flavor, and so on. Unusual Metals and Gravitational Anomalies sound epic and should totally have Buildings and/or Jobs.

Remember, Rare Planetary Resources can generate Jobs independently, if you don't want a Building!
The Dadinator  [作者] 2019 年 2 月 10 日 下午 12:18 
As I said I know the mod that does the UI patch (Universal Resources Patch). It works on hover but not on the popup UI.

The edict idea for getting the bonuses on global resources is an interesting idea. Thanks.

As far as planetary resources go... the Fertile Land one would at best just add food districts - no need for a building. The game did add food boosting buildings to none needed now. Same for the Rare Minerals one adding additional mining districts. Unusual Metals and Gravitational Anomaly could require a building I guess but building space is limited. That comment would go with the second tier buildings (Advanced Prefabrication Facility and Gravitational Application Lab).

I will think about it but it would be a low priority right now.
TurtleShroom 2019 年 2 月 10 日 上午 11:54 
As for the UI change, there is already an "Universal Resources Patch". All you have to do is ask him to include your Resources and he will fully take care of it.
TurtleShroom 2019 年 2 月 10 日 上午 11:53 
There is actually a work-around that the guy behind "More Star Classes" did when the game changed Rare Resources. It doesn't require as much change as you think.

What he did was simply add Edicts that you could take whenever you had enough Rare Resources to get it, much like the Vanilla rendition does for its Rare Resources. So, for example, if your Rare Resource gave your empire an uniform five percent Research increase, you could put that in an Edict and require a certain amount of Rare Resources to deploy!

Furthermore, the planetary resources can be added as Rare Planetary Featrures, which could allow the construction of your buildings. Jobs are optional, but preferred.
The Dadinator  [作者] 2019 年 2 月 10 日 上午 11:30 
Strategic resources changed in 2.2. They need to be used versus just owned so it would require a complete redo of that aspect of the mod. Then you need to make them visible in the UI (and I know there is a mod that can do this partially). The planetary resources are mostly redundant with existing 2.2 planet deposits and districts. That basically leaves a few leaders and the propaganda edicts. Those last two may come back at some point in a new mod but it is very unlikely that strategic or planetary resources and buildings will.
TurtleShroom 2019 年 2 月 10 日 上午 11:17 
Why don't you want to update this to V2.2 ?
The Dadinator  [作者] 2018 年 12 月 6 日 上午 8:54 
No. I updated the description a few weeks ago to reflect this.
ReđÐeαтħ 2018 年 12 月 3 日 下午 11:57 
Any plans fo 2.2?
Old Ben 2018 年 7 月 28 日 下午 12:16 
Looks like another MOD not being maintained. Sad, looks interesting if it was working.
Old Ben 2018 年 7 月 20 日 上午 11:16 
The Propaganda Against Ethics does not seems to work. They are all listed in my edicts list, but the check boxes do not check off and shows no indication of being enabled like the other edicts. I do not use Planet Diversity, any other popular mods that may conflict or is this a bug in this mod...thanks
The Dadinator  [作者] 2018 年 7 月 3 日 上午 7:03 
Save game - the strategic resources are placed on galaxy generation so won’t appear mid-game.
Stellar Expansion - no clue as I don’t use that mod.
Caesar 2018 年 7 月 3 日 上午 6:05 
Save game compatible?
Caesar 2018 年 7 月 3 日 上午 5:50 
How does this work with Stellar expansion?
Coffeehound RetroSharka 2018 年 6 月 17 日 下午 3:56 
Hi there! I'm having trouble finding the Propaganda edicts (Xenophobia, Pacifism, etc) after researching them, I can't find them in the Empire Policies & Edicts menu to enact, is that where they are supposed to be located?
Tubercle1801 2018 年 6 月 2 日 下午 5:57 
Hi, love the mod. However, all your buildings have terrible resolution and looked like fuzzt blobs... Is there a fix for this? Also, for Galactic Stage, can you buff it to give unity and/or influence? The influence storage is a little underwhelming, IMO. Thank you.
theersink 2018 年 5 月 22 日 下午 11:15 
Ah OK, I missed that part of the patch notes. Excellent. everything appears to be in order then. I swear it's like I have to learn the game all over again with every patch. I can't imagine how it is for modders. Big time respect. :steamhappy:
The Dadinator  [作者] 2018 年 5 月 22 日 下午 10:27 
Part of the Niven update is that all strategic resources are always shown on the map but can only be mined when the related tech is researched.
theersink 2018 年 5 月 22 日 下午 9:46 
Ah ha, that's what I was thinking no I did not. Might consider hiding the resources until the tech is researched. Save a bit of confusion, Just a suggestion though. Love this series and thanks for the quick reply/update.
theersink 2018 年 5 月 22 日 下午 9:44 
Does it require tech to mine but still appear on the map?
The Dadinator  [作者] 2018 年 5 月 22 日 下午 9:42 
Have you researched the tech for each one?
theersink 2018 年 5 月 22 日 下午 9:39 
It seems I am unable to mine the galatic strategic resources. The show up on the map but it it does not highlight or allow you to build on them. Haven't gotten to the point of the planetary resources.
Gameboy Nitro 2018 年 5 月 9 日 上午 4:46 
"It filters out all gestalt consciousness ethics as incentives to do more don't make sense for gestalt. I should probably disallow the tech though. Make sense?"

Either disable the tech or allow the edicts to be used, I thought it was a bug or a conflict with another mod. I mean, it doesn't make much sense for Gestalt to have any Edicts but they do, I don't see why research bonuses don't make sense when things that make even less exist in the vanilla game.
TortoTheConqueror 2018 年 5 月 8 日 下午 4:08 
Thanks!
The Dadinator  [作者] 2018 年 5 月 4 日 下午 2:50 
The Dadinator  [作者] 2018 年 5 月 3 日 下午 6:39 
@Torto - are you wanting the strategic resource deposits to show up on Planet Diversity worlds?
Plerion 2018 年 5 月 2 日 下午 12:13 
It was mainly the resources, but I will check again.
The Dadinator  [作者] 2018 年 5 月 2 日 上午 9:48 
@RS- I have verified galaxy generation works with both enabled (meaning my strategic resources show up). What are you seeing not show up?
Plerion 2018 年 5 月 2 日 上午 6:47 
I also stopped seeing some of the stuff from this mod after installing CGM: Buildings.
The Dadinator  [作者] 2018 年 5 月 2 日 上午 5:50 
How does it conflict?
TortoTheConqueror 2018 年 5 月 1 日 下午 12:06 
Can you make a compatability patch for this with planetary diversity.
The Dadinator  [作者] 2018 年 4 月 29 日 上午 9:40 
Thanks for the update!
ranma100 2018 年 4 月 29 日 上午 9:22 
I started a new game and now they are showing up, so I must have just been unlucky with the random number generator.
The Dadinator  [作者] 2018 年 4 月 29 日 上午 8:38 
Hmmmm the code support in this mod for CGM is passive and shouldn’t affect deposits. I don’t know if something in his mod dors something to change deposits after the fact. I will try and do some testing with both going.
ranma100 2018 年 4 月 29 日 上午 7:55 
I have noticed that since !Core game Mechanics: Buildings came out, I have not seen any of your Fertile land, Rare Minerals or any of your other planetary tiles appear.
The Dadinator  [作者] 2018 年 4 月 23 日 上午 10:33 
I know. It just makes spotting issues with new features harder. That is why I am saying a patch mod vs. adding to the current mod.
bubble baathist 2018 年 4 月 23 日 上午 10:27 
referencing ship sizes that don't exist does not cause crashes, it just makes the error log messy
Ridesdragons 2018 年 4 月 22 日 下午 10:33 
yea that's fine, I'm patching it through on my end, take your time, I'm just letting you know what's what and how to fix it
The Dadinator  [作者] 2018 年 4 月 22 日 下午 10:32 
I will look into it - just be patient as I have limited time to work on it right now.
Ridesdragons 2018 年 4 月 22 日 下午 10:29 
1. thanks, though all it needs for support would be to change size_restriction = { (destroyer if its there) other ships } to size_restriction = { (destroyer if it's there) cruiser Battlecruiser battleship Carrier Dreadnought titan Flagship supportship }

2. also, I noticed that you don't have any autonomous computers. gestalt consciousness' can't research tech_combat_computers_3, and instead get tech_combat_computers_autonomous. they're basically the same thing, with the same bonuses, just different names, so if you could copy the sapient computer over and rename it to autonomous so there's one for gestalt and non-gestalt empires, that'd be great. in EAC: at war, of course
The Dadinator  [作者] 2018 年 4 月 22 日 下午 10:23 
@Ridesdragons - I will look into supporting NSC maybe with a patch but it will be with the EAC: At War mod as I will be removing war related stuff from EAC: New Additions when v2.1 comes out. It will take some time though as I don't use NSC myself.