ENDLESS™ Space 2

ENDLESS™ Space 2

Perfect Horatio Imigrants
29 条留言
yutan  [作者] 2024 年 3 月 8 日 上午 10:15 
Mod Updated.
"Moduler MOD" is incorporated into this MOD.

MOD更新しました。
"Moduler MOD"を内蔵したので別に読み込む必要なくなりました。
"Moduler MOD"を読み込んでも書いてあること一緒なので問題ありません。
yutan  [作者] 2022 年 3 月 9 日 下午 2:22 
以下は推奨MOD

Author ... weregamer
Reduced Splicing Cost
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2427810574


My MOD
Moduler MOD (Gene Hunter) と 本体が必要。
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2259019988
yutan  [作者] 2022 年 3 月 9 日 下午 2:22 
MOD更新しました。
今までは20ターンほど費やして1体ずつ移民受け入れていく方式でした。
それを完全体を1回受け入れるようにしました。
これにより、遺伝子ハンター系MOD併用状態で3~4ターンくらいで完全体取得できます。

バックグラウンドで動作しているクエストの最大発生回数は9999回にしています。
ただし、この数字は星系の空き人口なかったり何だりでクエスト発生失敗したときも含まれていると思います。
特に用がないときはクエスト装備船を星系に送ったりせずにどっかにしまっておくか、装備外しておくか破壊するなりしてください。

今回からはModuler MOD (Quest)必須になって、このMOD自体はバックグランドで動作します。
クエストポップアップしませんし、貴方宛てに通知でません。
yutan  [作者] 2022 年 3 月 9 日 下午 2:17 
No quest pop-up from this time.
No quest notifications will be sent to you.
It will work in the background.
yutan  [作者] 2022 年 3 月 9 日 下午 2:10 
I have changed this MOD.
Instead of factions acquiring skills one by one, I have changed it to accept perfect horatio immigrants.

With the following mods, you can get perfect_horatio in 3 to 4 turns.
This quest is set to occur up to 9999 times.
(However, I think the number includes quest failures, so please remove the ship's quest equipment when it is not needed.)

Also, this mod itself does not notify you of quests. The quest will not pop up.

Author ... weregamer
Reduced Splicing Cost
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2427810574


My MOD
Moduler MOD (Gene Hunter)
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2259019988
Sabin Stargem 2020 年 9 月 12 日 上午 11:34 
@yutan
For some modders, taking a mod and uploading a tweaked version is considered to be plagiarism. That is why I was keeping Genes of Destiny as more of a personal project than something to be widely distributed.

Still, if Google Drive is keeping you from downloading, that is an issue. If that is the case, I will try uploading Genes of Destiny to Steam after modifying a bit further.
yutan  [作者] 2020 年 9 月 12 日 上午 5:21 
@Sabin Stargem
Why not just Uplord it as a separate mod in Steam WorkShop rather than writing it here?
(It's about google drive.)

Just write "improved version of Yutan's mod" and I have no complaints.
.
.
.
Problematic people are the following.
They copied the Mod Cord and Mod's description to Steam WorkShop in full and said, "I'm the original, he copied it.".

Specifically. Planet Size Improvements MOD.
he is original...https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1224504743
copy...https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1556482597
copy...https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2202283613
Sabin Stargem 2020 年 9 月 11 日 下午 11:54 
PLAYERS

It should be noted: When a module is rewarded from completing immigrant quests, it causes the immigrant modules to become obsolete. Be sure to switch on the "view obsolete" option during ship design.

Multiple immigrant modules can be used to complete multiple immigrant quests in one go. Just keep your population cap in mind.
Sabin Stargem 2020 年 9 月 11 日 下午 11:50 
Updated the "Genes of Destiny" submod to v0.0.5.

A revised version of Yutan's mod, The Road to Perfect Horatio. The changes are as follows:

1: The immigrant modules have been given names and changed immigrant loads. Instead of "1516", it is now something like "Food, Horatio, Amblyr". This lets the player know what citizens the module has.

2: When using the "homeworld" option, immigrants appear in a order that favors industry and food. This is to help accelerate the early game while splicing citizens.

3: The mod "GeneSplicingfCostReduced", is incorporated into the mod. This is to help reduce the size of mod orders and ensure mod functionality.

As ever, feel free to use to incorporate the changes if it pleases you.

The Genes of Destiny
https://drive.google.com/file/d/1tjLBhAyhAa_xxGjqHgnDy1mb8yMljcci/view?usp=sharing
Sabin Stargem 2020 年 9 月 11 日 下午 9:36 
Tested it a bit. I guess my mod order was off. Sorry for the mistake. :steamfacepalm:
yutan  [作者] 2020 年 9 月 11 日 下午 4:53 
@Sabin Stargem
GeneSplicingCostReduced Mod is ...
in Registry.xml
<AssimilationThresholdFormula>1</AssimilationThresholdFormula>

vanilla is ...
in Registry.xml
<AssimilationThresholdFormula>2 + $(AssimilatedPopulationsCount) * 2</AssimilationThresholdFormula>

Therefore, the number of people does not increase per extraction if you have a mod in it.
Because "(AssimilatedPopulationsCount * 2)" is not written.

I'm guessing that the mods are not enabled, or that another similar mod is counteracting the effect.
yutan  [作者] 2020 年 9 月 11 日 下午 4:45 
@Sabin Stargem
I went to check to see if I made a mistake.
No matter how many times I extracted it, one was enough for me.
Besides, the center choice quest and the rightmost choice quest's immigration increase code are the same description.
There is no difference.

Center Choice Quest
<Action_SpawnPopulation>
<Input_Empire VarName="$CurrentEmpire"/>
<Input_System VarName="$HomeSystem"/>
<Input_Amount VarName="$Amount01"/>
<Input_PopulationAffinity VarName="$Affinity_01" />
</Action_SpawnPopulation>

Right Chice Quest
<Action_SpawnPopulation>
<Input_Empire VarName="$CurrentEmpire"/>
<Input_System VarName="$OutputNode"/>
<Input_Amount VarName="$Amount01"/>
<Input_PopulationAffinity VarName="$Affinity_01" />
</Action_SpawnPopulation>
Sabin Stargem 2020 年 9 月 11 日 下午 3:06 
Immigrants spawned via ship are not affected by the GeneSplicingCostReducedMod. So it takes 2 for the 1st splice, 4 colonists for the 2nd, ect.
yutan  [作者] 2020 年 9 月 11 日 下午 1:39 
Added Quest choices for Vaulter or similar forces.
This is a diversion from the quest to deliver the Horatio ship that occurs when exploring in Vanilla.
You can change the passengers on a Immigrant ship by change the Quest_Module.
yutan  [作者] 2020 年 9 月 10 日 上午 5:03 
@Sabin Stargem
Thank you for the report.

You'll have to wait and see what I do with that Trait.
I'll deal with it after I've done some test play.
Sabin Stargem 2020 年 9 月 10 日 上午 1:49 
One more report. The "Involuntary Nomads" trait starts the player as a colony ship, with no owned planets. The mod won't spawn immigrants after being activated. My guess is that the mod aims to place immigrants on the civilization's home planet, rather than a random planet owned by the player.

If compatibility with the trait is added, I think an extra dialogue choice to delay the quest each turn would be useful. It can take several turns to find a nice planet to claim as home.
Sabin Stargem 2020 年 9 月 9 日 下午 7:33 
I think there are some missing factions. The thing that sets them apart is that their populations are normally unlocked by an empire through a quest chain - they are easy to miss.


United Empire sub-factions
"AffinitySheredyn"
"AffinityMezari"

Vaulter sub-factions.
"AffinityVaultersScience"
"AffinityVaultersMilitary"
Sabin Stargem 2020 年 9 月 9 日 下午 6:50 
I figured out why the game was hanging on Turn 21. In "Quest[HoratioRoadYutan], there is an entry called "AffinityGameplayZvali". This isn't a valid population unit, replacing it with "AffinityZvali" creates the immigrant.
yutan  [作者] 2020 年 9 月 9 日 上午 4:57 
@Sabin Stargem
I'm glad you're happy for me.
Sabin Stargem 2020 年 9 月 8 日 下午 10:45 
A custom Gene Hunter faction can become truly perfect by splicing Horatio. It would be cool if a Horatio immigrant is added on the final turn of the quest.
yutan  [作者] 2020 年 9 月 8 日 上午 9:36 
Skirne 2020 年 9 月 8 日 上午 9:02 
I'm enjoying your mod! One question though: where can I find the 'GeneSplicingfCostReduced MOD'? I can't find it here on the Steam workshop.
yutan  [作者] 2020 年 9 月 8 日 上午 6:35 
@Sabin Stargem

Thank you for the report.

Now, Completed the quest with HoratioRoad.QUEST_19.
It is 20 turns to welcome "HoratioRoad.QUEST_19"'s immigrants.
Add the text "LAST TURN" to HoratioRoad.QUEST_19.
I plan to be able to rewrite it in about 30 minutes.

So, it's currently 20 turns in, and although I haven't announced the completion of the event, it is complete.
Sabin Stargem 2020 年 9 月 7 日 下午 9:22 
Played up to turn 20, and clicked the button to proceed to turn 21. It never finishes. My guess is something about the quest chain is hanging?
Sabin Stargem 2020 年 9 月 7 日 下午 4:45 
Thank you for the effort. :)
yutan  [作者] 2020 年 9 月 7 日 上午 6:27 
I rewrite...
Old Version, (1 turn Quest);
Requirements ....... Horatio Faction
Required Mod ....... GeneSplicingfCostReduced MOD

Now Version, (1 turn Quest);
Requirements ....... none
Required Mod ....... GeneSplicingfCostReduced MOD
yutan  [作者] 2020 年 9 月 7 日 上午 5:10 
@Sabin Stargem

I don't know if i can check for "<Trait Name="FactionTraitPerfectGenes2"/>" in the quest.
That's why I'm going to erase the requirement and add a quest branch.

I would rewrite the quest as follows
On your first turn, ask if you want the quest to occur.
With this change, it will now take 21 turns to complete the quest.
Rewriting the MOD ICON is a pain in the ass, so I won't do it.
yutan  [作者] 2020 年 9 月 7 日 上午 4:43 
@Sabin Stargem

Hmmm.
You're asking me to change the requirement to "Gene Hunter affinity" because you want to use it in online multiplay, right?
<!--============ PREREQUISITES ============-->
<Prerequisites Target="$(Empire)">
<PathPrerequisite Flags="Prerequisite">EmpireTypeMajor/ClassPopulation,ClassPopulationEmpireAffinityHoratio,PopulationMajor</PathPrerequisite>
</Prerequisites>

I did a search for "Gene Hunter affinity".
( /Simulation/FactionTraits[Affinity], FactionTraits[Affinity_DLCx], FactionTraits[Affinity_UpdateX], Faction[Major], Faction[Major_DLCx], Faction[Minor], Faction[Minor_DLCx].xml )

But I couldn't find the file.
Where is the "Gene Hunter affinity" file?
Sabin Stargem 2020 年 9 月 6 日 下午 5:25 
If possible, it would be preferable if this quest was triggered for the Gene Hunter affinity, rather than the Horatio faction. The affinity is what allows a faction to gene splice.

Aside from that, looking forward to playing a campaign with the mod. :)