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报告翻译问题






ALIEN SUNS: ATMOSPHERES has been released, and is the spiritual successor to this mod, available here: http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1177814689
Brute Force will be revamped and scaled back for vanilla worlds only, while my expansion of planet types will be moved exclusively over to Atmospheres.
Cheers,
~S
@davidt0504 - adding new planet types isn't going to create a compatibility issue. Two mods that change a given vanilla planet (which this one does do so you can colonize them) will. You shouldn't have any trouble with other mods - I run the real space mods, for example, without any problems.
Go here for the new version:
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1121581785
@Commissar BS, I'm going to leave that off the main mod, but if you want to open your version up and add that, by all means, feel free.
outliner_planet_type = special
I want to try and make something like the tomb_habitability_bonus tech, but have thus far been unable to figure it out. My other option is figuring out how to code some kind of Mega-structure project for building a planetary habitat. Heh is you can build em in space why not a bigger one down on the surface,
Asteroids doing that though is very odd indeed. Planets ending up as size 0 is presumably because they either get overwritten somehow or don't have a planet size range/moon size range set (at least, that was the original size-0 asteroid issue).
Guys you have a great mod, sorry can't help much, with love from Russia=)
But normaly, the Asteroids should spawn with at least 1 tile and the planets have cap of 25 tiles max.
Need to make a way to hide the colonizable worlds on the grand map.
Other than those to things, great mod!!
P.s. Sometimes you will find a planet/asteroid that has 0 tiles. Would be great if you can get around the tech price increase for new planets.
WARNING: This is a brute-force fix, it has already resulted in a gas giant orbiting a gas giant. Use at your own discretion. WARNING.
The mod will need to change the "common/solar_system_initializers/empire_initializers.txt" file in the following fashion: Replace all instances of "class = random_non_colonizable" with "class = "rl_unhabitable_planets"".
I'm not 100% sure what the "random_non_colonizable" does, but presumably it checks all available planet types for the "colonizable = no" flag and picks from only those. With the mod how it currently is, the list of planets fitting that criterium is ... well, very slim (you guessed it, only gas giants). By doing this change, the game instead uses the list of uninhabitable planets (as defined in the 00_planet_classes file) which the mod expands with a whole lot of potentially colonizable ones.
So, the mod works well, and to my liking... except! With the many newly added habitability traits, the genetic modification window is not scaled up to match. Which means I can't pick things like tomb world or some of the ocean traits. That's kind of problematic.
I'm not entirely convinced we actually need all these extra planet types, and that the habitability for them could not be implemented under the vanilla types. I haven't played a new game with the galaxy generator so haven't seen the new planet types in action.
BUT I do like habitability-traits for all vanilla planet types.
I'm not sure I'm personally super fond of this new version, because I actually liked that colonizing unhabitable planets came with a degree of discomfort and required technology (and unity spent in habitability). It seems like good coding though.
Just checked the trait file, to see if I could lower habitability myself as I did previously.
You've changed the line @quaternary from 0.10 to 0.30. I'm guessing this means 30% instead of 10%. If I change it back to '@quaternary = 0.10' again, will that do the trick or is that first line just for information purposes?
Also, all these new habitability types. Will take me a while to sort through them now. I appreciate the work, must have been complicated to add that much. I haven't played with it yet, but how much do they actually add to the game I wonder?
New graphics looks good.
@Olterin - please feel free! The biggest issue right now is the system generation bug which I can not fathom. I'm not a coder, and this has me totally baffled, so any and all help on that is greatly appreciated!
@Oldstead66, got it, we will take it into consideration
This would be, imo, best accomplished by changing how this mod works to not replace vanilla barren/frozen/asteroid/toxic planets as such, and instead add terraforming links (with corresponding early terraforming techs) to them so that they can be converted to somewhat habitable versions of themselves (and back to their vanilla state, wiping out the colony) with the use of this mod. As far as I am aware, such an approach would be less-intrusive in terms of changing vanilla files than what is currently the case.
I think the point of this mod, based on the name alone, is to keep it as simple and easy as possible. Mods that add habitability-buildings exist(ed) but if I remember correctly building modifiers stopped doing anything a few patches back.
I like to think that hydro-gardens, helium-3 refineries, mines, production plants and planet capital-habitation complex are built to be habitable for colonists. These colonists will never step outside without a space-suit. It isn't optimal living conditions for most species so 40% happiness cap seems realistic. So there are no real need for specialized habitation complexes. Also see my suggestion to Olterin's request below, about changing habitability to 10%.
And even if no high yield mineral deposits can be found on Mars, that doesn't make the minerals that can be found worthless. It's certainly more economically sound to colonize Mars than a planet in the distant Alpha Centauri system. I love the logic of this mod.