Stellaris

Stellaris

Galactic Contender: Unlock Fallen Empire Tech and Buildings
40 条留言
Fenrisúlfr 9 月 28 日 下午 3:18 
it doesn't
Mael 9 月 28 日 下午 3:11 
Question, does this mod not give you the FE ships? I've researched everything but repeatables from the normal tech pool and am not rolling the Escort, Battlecruiser, or FE Titan.

If it does give those techs, what's their unlock condition?
Doge 8 月 24 日 下午 4:38 
[deleted previous reply because I didn't read your reply properly haha]
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 :)
Jake the Snake  [作者] 8 月 24 日 下午 2:40 
@Doge did you take the Enigmatic Engineering AP? Base-game code makes it so EE allows the researching of FE techs but also restricts the amount of FE techs you can research. I tried to fix that, but if the techs arent appearing AND you have EE then it seems that's probably the issue.
Also, sorry, the FE ships aren't in the mod, just the modules. And thank you!
Fenrisúlfr 8 月 24 日 上午 7:44 
open the console and type "techweights soc" if you see Molecular-Revitalization Institute or Bioregeneration Institute it means you were unlucky if you don't then you have an issue
Doge 8 月 24 日 上午 6:02 
Hey there! Thanks for the mod, it's pretty good! But some FE buildings never appeared as research option (the one that adds pop growth, the research one and the sky dome are the ones I noticed) and no ship hulls either (tho I'm not sure if they were supposed to be in the mod or only the modules). I'm on lvl V of repeatables already, no other research options besides those.
Jake the Snake  [作者] 8 月 13 日 下午 6:44 
Yep, it was. Fixed.
Ambrux 8 月 13 日 下午 6:36 
Could you review 'tech_fe_silo_2'? I think it was missed.

The weight modifier doesn't check for galactic contender like the others.
Jake the Snake  [作者] 8 月 13 日 下午 5:18 
Alright, should be fixed now. Huge thanks for bringing this to my attention and diagnosing the issue
Jake the Snake  [作者] 8 月 13 日 下午 4:19 
Shit that's crazy it made it this far then. Yeah, I tested and confirmed this. I'll look into it see about fixing it as soon as I physically can
Aphyxia 8 月 13 日 上午 10:17 
Seems to me like the techology checks are in reverse. For example in the affluence center:
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.
Jake the Snake  [作者] 7 月 31 日 下午 4:24 
The reason why is because I have no idea how to add new ship types, or a new shipset. All this mod does is edit the 00_fallen_empire_tech txt file, which does not include those ships. You can look into the older parts of this thread if you want a proper explanation of how this mod works, but beyond that, I wouldn't know where to begin, sorry.

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.
Mael 7 月 31 日 下午 3:55 
So based on your comment from Jul 30, you don't get the Escort, Battlecruiser, or FE Titan. Is there a reason why? I'm desperately looking for a mod that gives you the techs for them without having to take Cosmogenesis.
Proxy 7 月 30 日 上午 11:21 
and Ancient Cache of Technologies
Jake the Snake  [作者] 7 月 30 日 上午 10:21 
No, sorry, it doesn't. However, if you're looking for an FE shipset compatible with 4.0, check out the Ascendant Shipset by Garyx Starlight and Twink315. Or ZoFE, once they get that up-to-date
Proxy 7 月 30 日 上午 9:06 
Would it allow you to build FE ships?
Jake the Snake  [作者] 7 月 17 日 下午 5:26 
Yes. No levels required, either
Average Swede 7 月 17 日 下午 12:26 
If i understand correctly if we take the ascension perk then we'll be able to research most of the techs in cosmogenesis without needing to take a crisis path?
Jake the Snake  [作者] 7 月 11 日 下午 9:14 
I haven't tested it with that but that could definitely be a reason
Fenrisúlfr 7 月 11 日 下午 2:52 
cause if not that might be why
Fenrisúlfr 7 月 11 日 下午 2:52 
actually is this mod save game compatible?
Fenrisúlfr 7 月 11 日 下午 2:46 
I'll do more testing
Fenrisúlfr 7 月 11 日 下午 2:46 
ok if i use galactic contender with enigmatic engineering i can get all of them, but just galactic contender doesn't work
Fenrisúlfr 7 月 11 日 下午 2:19 
cause i got the component just fine, it was only the buildings that didn't show up
Jake the Snake  [作者] 7 月 11 日 下午 1:20 
Yes, they are
Fenrisúlfr 7 月 11 日 下午 1:13 
are the components in that file as well?
Jake the Snake  [作者] 7 月 11 日 下午 12:21 
@Stepover34 If its a mod compatibility thing then there's nothing I can do, I'm not sure what your modlist is but you can check if any mod overwrites common/technology/00_fallen_empire_tech by doing this:

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.
Fenrisúlfr 7 月 11 日 上午 7:27 
it is only the buildings I'm having a problem with
Fenrisúlfr 7 月 11 日 上午 7:09 
@Jake the Snake, It's probably a mod compatibility thing as i can't see the option using the techweights command
Proxy 7 月 11 日 上午 7:00 
Does it work with All Tech Researchable and the Enigmatic Engineering to include all FE techs?
Jake the Snake  [作者] 7 月 10 日 下午 4:50 
Alright I playtested this mod before and did get the buildings, I'm going to playtest again when I can because I'm not sure its possible to be THAT unlucky
Fenrisúlfr 7 月 10 日 下午 2:17 
I've been incredibly unlucky then as my research is to the point everything takes 1 month
Jake the Snake  [作者] 7 月 10 日 上午 10:51 
Basically what that means is the chance of the tech appearing is 0 if you don't have either cosmogenesis level 5, enigmatic engineering, OR galactic contender. Fulfil any of those requirements and that is no longer true. That's for the first 'modifier = {}' bracket.

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.
Jake the Snake  [作者] 7 月 10 日 上午 10:51 
No, by repeatables I only mean unique technologies, ones that don't go on forever. You can check the code for specifics, but frankly the issue is draw rate, since FE techs are rare technologies. You'll want to increase your research alternatives if possible, that'll make it more likely.

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
}
}
}
Fenrisúlfr 7 月 10 日 上午 6:40 
don't most resource buildings have endless repeatables? cause I've researched every tech in the game and have like 20x repeatables but none of the fallen empire buildings are showing up (besides the depot)
Jake the Snake  [作者] 7 月 8 日 上午 7:44 
If they take the ascension perk, they would have access to the FE techs and (eventually) the buildings. The research is expensive and the techs are rare though, so unless you're playing to the late late game you probably won't even know it.
FK117 7 月 8 日 上午 4:00 
does AI empires also get the techs and buildings?
Jake the Snake  [作者] 7 月 6 日 下午 8:40 
No, sorry, it doesn't enable FE ships. However, if you're looking for an FE shipset compatible with 4.0, check out the Ascendant Shipset by Garyx Starlight and Twink315. Or ZoFE, once they get that up-to-date
CTadeI 7 月 6 日 下午 1:59 
Does this mod enable FE ships too?
The_Illusive_Man22 7 月 6 日 上午 6:14 
ah, this mod is the thing i was looking for!