Stellaris

Stellaris

Multiple Origins 4.0.15 FIX
Hi, thanks for the mod! Sometimes I really want to straddle two chairs. But a question?
What if I choose, say, Psionic Origin, which only requires Psionic Ascension, and then, say, Gene Hunters, which requires Biological. What happens? Will I only be able to choose Psionics, or will I be locked out of Ascension choices altogether?
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H_Marion  [开发者] 9 月 24 日 上午 8:54 
引用自 sanek33 ︻芫
What if I choose, say, Psionic Origin, which only requires Psionic Ascension, and then, say, Gene Hunters, which requires Biological. What happens? Will I only be able to choose Psionics, or will I be locked out of Ascension choices altogether?
In theory, this is possible. You will need to remove the strings with restrictions in the traditions and edit the restrictions for buildings and events.
sanek33 ︻芫 9 月 24 日 上午 9:26 
引用自 H_Marion
引用自 sanek33 ︻芫
What if I choose, say, Psionic Origin, which only requires Psionic Ascension, and then, say, Gene Hunters, which requires Biological. What happens? Will I only be able to choose Psionics, or will I be locked out of Ascension choices altogether?
In theory, this is possible. You will need to remove the strings with restrictions in the traditions and edit the restrictions for buildings and events.
So, by default, with this mod, we can only choose to ascend to our primary origin if it requires it (psionics, for example). Other edicts have any effect, even if they restrict us to our own origin, while other edicts (bio/synthetic) aren't available? And we can only take only psionics even if we choose an origin edict that limits us to synthetic or biological. Am I correct?
H_Marion  [开发者] 9 月 24 日 下午 2:22 
引用自 sanek33 ︻芫
引用自 H_Marion
In theory, this is possible. You will need to remove the strings with restrictions in the traditions and edit the restrictions for buildings and events.
So, by default, with this mod, we can only choose to ascend to our primary origin if it requires it (psionics, for example). Other edicts have any effect, even if they restrict us to our own origin, while other edicts (bio/synthetic) aren't available? And we can only take only psionics even if we choose an origin edict that limits us to synthetic or biological. Am I correct?
I don't know, when i played, I only use the necrophage origin, you need to read the mod description on the original page or check it in the game.
sanek33 ︻芫 9 月 26 日 上午 3:32 
引用自 H_Marion
引用自 sanek33 ︻芫
So, by default, with this mod, we can only choose to ascend to our primary origin if it requires it (psionics, for example). Other edicts have any effect, even if they restrict us to our own origin, while other edicts (bio/synthetic) aren't available? And we can only take only psionics even if we choose an origin edict that limits us to synthetic or biological. Am I correct?
I don't know, when i played, I only use the necrophage origin, you need to read the mod description on the original page or check it in the game.
So few paths require only one path.
If you take two paths that require different elevations, you'll block all elevations.
And as far as I understand, the game doesn't care about the civilian models' requirements. So, if they require a specific path, the elevation overrides it and creates its own path. Or is it a game bug, which I think is closer to the truth.

By the way, I noticed that there is no origin of the ring here.
最后由 sanek33 ︻芫 编辑于; 9 月 26 日 上午 3:57
sanek33 ︻芫 9 月 27 日 上午 12:07 
引用自 H_Marion
引用自 sanek33 ︻芫
So, by default, with this mod, we can only choose to ascend to our primary origin if it requires it (psionics, for example). Other edicts have any effect, even if they restrict us to our own origin, while other edicts (bio/synthetic) aren't available? And we can only take only psionics even if we choose an origin edict that limits us to synthetic or biological. Am I correct?
I don't know, when i played, I only use the necrophage origin, you need to read the mod description on the original page or check it in the game.
The Knights of the Toxic God are still broken. Even if we take their origins into account.
H_Marion  [开发者] 9 月 27 日 上午 9:05 
引用自 sanek33 ︻芫
引用自 H_Marion
I don't know, when i played, I only use the necrophage origin, you need to read the mod description on the original page or check it in the game.
The Knights of the Toxic God are still broken. Even if we take their origins into account.
what exactly is broken?
sanek33 ︻芫 9 月 27 日 上午 9:26 
引用自 H_Marion
引用自 sanek33 ︻芫
The Knights of the Toxic God are still broken. Even if we take their origins into account.
what exactly is broken?

Their special districts (both main and secondary) do not appear, as does their fortress building.
Moreover, it doesn’t matter whether you chose the origin or clicked on the edicts.
最后由 sanek33 ︻芫 编辑于; 9 月 27 日 上午 9:47
H_Marion  [开发者] 9 月 27 日 上午 11:49 
引用自 sanek33 ︻芫
引用自 H_Marion
what exactly is broken?

Their special districts (both main and secondary) do not appear, as does their fortress building.
Moreover, it doesn’t matter whether you chose the origin or clicked on the edicts.
Updated, if it doesn't work, delete file common/zones/mulori_01_habitat_zones from original mod
sanek33 ︻芫 9 月 28 日 下午 1:20 
引用自 H_Marion
引用自 sanek33 ︻芫

Their special districts (both main and secondary) do not appear, as does their fortress building.
Moreover, it doesn’t matter whether you chose the origin or clicked on the edicts.
Updated, if it doesn't work, delete file common/zones/mulori_01_habitat_zones from original mod
Only if you remove both zones from both mods do the original knights work properly.
the decree does not work. With a regular orbital settlement. Well, almost a regular one, the main building gives you one commander-in-chief, 100 knights, and a perk, the rest is completely vanilla.
So it's best to start with the knights and then add the rest.
最后由 sanek33 ︻芫 编辑于; 9 月 29 日 上午 1:42
H_Marion  [开发者] 9 月 28 日 下午 3:17 
引用自 sanek33 ︻芫
引用自 H_Marion
Updated, if it doesn't work, delete file common/zones/mulori_01_habitat_zones from original mod
Only if you remove both zones from both mods do the original knights work properly.
The decree still works flawlessly. With a regular orbital settlement. Well, almost a regular one, the main building gives you one commander-in-chief, 100 knights, and a perk, the rest is completely vanilla.
So it's best to start with the knights and then add the rest.
try update my mod, everything works for me.
sanek33 ︻芫 9 月 29 日 上午 1:52 
引用自 H_Marion
引用自 sanek33 ︻芫
Only if you remove both zones from both mods do the original knights work properly.
The decree still works flawlessly. With a regular orbital settlement. Well, almost a regular one, the main building gives you one commander-in-chief, 100 knights, and a perk, the rest is completely vanilla.
So it's best to start with the knights and then add the rest.
try update my mod, everything works for me.

I'm a ram. I tried using a mod on version 4.1. Sorry.
By the way, here's a mod for that version.
[4.1] Decision Origins: Electric Boogaloo They work perfectly in synergy: the first creates the station. The second makes it playable.
最后由 sanek33 ︻芫 编辑于; 9 月 29 日 上午 3:54
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