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报告翻译问题






If it does give those techs, what's their unlock condition?
No man I only got the Galactic Contender, didn't get EE out of fear of conflict. Unfortunately I can't open console to check that command because for whatever reason I had ironman checked when I started that game and since I had a good spawn I decided to just roll with it lol
I'll start a new game and if I run on the same issue I'll pop the command and let you know :)
Also, if you could have a mod that adds the ship designs it would be cool, I know there are other mods that add them but I don't really like the mechanics behind it much, I think a straightforward (research everything prior to have a chance at them appearing) method like what you got here makes more sense :)
Also, sorry, the FE ships aren't in the mod, just the modules. And thank you!
The weight modifier doesn't check for galactic contender like the others.
modifier = {
factor = 0
NOR = {
has_crisis_level = crisis_cosmogenesis_level_5
has_ascension_perk = ap_enigmatic_engineering
NOT = {
has_technology = tech_luxuries_2
has_technology = tech_consumer_good_refinement_2
}
}
}
It checks if all of the children are false and if so deny the technology. If I have the technologies luxuries_2 and consumer_good_refinement_2, it returns as false, because of NOT. So if I don't also take enigmatic engineering, I will never get the tech.
Zenith of Fallen Empires, and/or maybe Ancient Cache of Technologies (been awhile since I played either) do allow for exactly what you're asking for. But they may not be up-to-date.
Go to C:\Program Files (x86)\Steam\steamapps\workshop\content\281990
There will be a bunch of folders with numbers. These are mods, the numbers are the steam ID. You can either manually cross-check numbers or just click on the folders and look at the thumbnail image inside to see what they are,
Go to common, then technology, then see if 00_fallen_empire_tech is there. If it is, then you'll have to disable that mod to use this one.
@Proxy This mod, and my enigmatic engineering mod, are fully incompatible. It's one or the other, sorry. But all tech researchable may be compatible, since it runs a script that enables techs instead of manually overwriting files.
The second 'modifier = {}' does not apply if you have enigmatic engineering or cosmogenesis level 5, and because of the first modifier block means it only applies to galactic contender. The 'NOT' is different from 'NOR' - NOR means there must be a single thing true for it to take effect, NOT means all things must be true in order for it to take effect. Here, you need tech_alloys_2 (the second upgrade to the alloy building), and tech_advanced_metallurgy_2 - tech giving +10% alloy output. I think the name is Durasteel Alloys. Anyways once you have those two techs, the FE technology will no longer have a weight of 0 to appear, and thus you'll be able to eventually see it.
If you want to see what I mean, here's an example from the code:
tech_fe_forge_1 = {
(unrelated stuff, followed by)
weight_modifier = {
modifier = {
factor = 0
NOR = {
has_crisis_level = crisis_cosmogenesis_level_5
has_ascension_perk = ap_enigmatic_engineering
has_ascension_perk = ap_galactic_contender
}
}
modifier = {
factor = 0
NOR = {
has_crisis_level = crisis_cosmogenesis_level_5
has_ascension_perk = ap_enigmatic_engineering
NOT = {
has_technology = tech_alloys_2
has_technology = tech_advanced_metallurgy_2
}
}
}