Stellaris

Stellaris

Extra Ship Components 3.0 [2.3.3]
 Dit topic is vastgepind, dus het is waarschijnlijk belangrijk
NHunter  [ontwikkelaar] 9 dec 2018 om 5:45
Suggestions and Bug Reports
Please post your bug reports and suggestions regarding the mod balance here. Thank you.
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So, is there a reason the resource files have to be the same name as the vanilla file? It seems like most other things can just be named whatever as long as they're in the right folder and the game will just add them in.
Laatst bewerkt door aciel.samael; 9 dec 2018 om 13:33
NHunter  [ontwikkelaar] 9 dec 2018 om 13:33 
long story short, this was the only way I could get them to actually display. If someone shows me a better way, I'll gladly switch over to it.
Yeah, sorry about that, shouldn't have said anything without actually looking at the files myself, but its really confusing that they can't just format everything to allow for modded additions, this wouldn't be a problem for traits. :/
Bug Report: I have 2 "ESC 2.0 Control Panel" Edicts
with the advent of the 2.2 mod update, I really hope you put some dependencies on the bigger badder weapons such that you can't just crank out ships with components without getting the appropriate rare elements to make them with. This will not only increase fun, but also make it so you feel a need to secure certain key resources others may have so you can make the best fleets possible.
Laatst bewerkt door Horny Rooster; 10 dec 2018 om 7:08
NHunter  [ontwikkelaar] 10 dec 2018 om 8:13 
@HighKings_Ruin: must have missed that one...

@Horny Rooster: those are already in place (e.g. gravitic weapons require gravitic anomaly special resource (amount might need tuning, but the requirement is present))
Hi, the "Gravity Manipulation Techniques" tech is missing a bit of text:
mod_starbase_buildings_alloy_cost_mult
NHunter  [ontwikkelaar] 10 dec 2018 om 12:48 
that's vanilla modifier. blame pdx for it. ;)
hi
i would like to try this mod but i dont wanna start over a new game , is it savegame compatible?
NHunter  [ontwikkelaar] 11 dec 2018 om 8:23 
it should not require a new game (but if a leviathan was killed before installing ESC, some associated techs will be unavailable)
Can/have you added scrap launcher Titan weapon from Scavenger? can't find it on the tree.
Strange thing I've noticed currently in my game. Not sure if it's been mentioned before, but for some reason the Central Research Bureau keeps self-destructing itself on my homeworld. I recently upgraded the capital building into the highest level one, the System Capital-Complex, and that is when it started to happen. Worth mentioning, I have more than enough resources to support it.
NHunter  [ontwikkelaar] 12 dec 2018 om 8:38 
Not, it's a new bug. No idea, what's causing it, though:

potential = {
NOT = { has_modifier = resort_colony }
NOT = { has_modifier = slave_colony }
NOT = { has_global_flag = ESC_buildings_forbidden }
}

allow = {
exists = owner
owner = { NOT = { any_owned_planet = { has_building = nhsc_building_centralresearchbureau } } }
}

this is the code that determines, whether it can be built, and it has no in-built trigger for self-destruction.
Origineel geplaatst door Meowchirp:
Strange thing I've noticed currently in my game. Not sure if it's been mentioned before, but for some reason the Central Research Bureau keeps self-destructing itself on my homeworld. I recently upgraded the capital building into the highest level one, the System Capital-Complex, and that is when it started to happen. Worth mentioning, I have more than enough resources to support it.


Are you ever losing any pops on your world? If the population decreases below the threshold for a building slot to be avalible, the building will be ruined and unrepairable until the population increases agian.
Is it possible for a replacer patch so that vanilla components are upgraded to ESC equivalents? It's always a little disappointing when you get a ship from an event and it has all maxed out vanilla gear (making it much weaker than a starbase-built version).
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