Stellaris

Stellaris

Expanded Stellaris Traditions
Private Feelings  [开发者] 2020 年 1 月 23 日 上午 11:48
Compatibility Requests
I am generally quite busy these days and have limited capability to process compatibility requests with other mods. However, there is a risk that they simply sink through the conversations and might get lost, so I have created this thread for people to report them, where they can be easily recorded.

(I am rather unlikely to put much effort in here. The best way to get a compatibility request fixed is to either do it yourself or if several different people make the same request for a popular mod)
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Aus1rathia 2020 年 1 月 24 日 上午 2:56 
Follows are the request I wrote in Balance Suggestions, I move them to here to respond your effort.


1.
I like to request compatibility patch to Covert Assets (tr_est_mysticism_2) for added 2nd tier SR of ACOT and ESC

ACOT - https://psteamcommunity.yuanyoumao.com/workshop/filedetails/?id=1419304439
ESC - https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1885775216

Actually quit easy by editing
946222466\common\traditions\\est_mysticism.txt

like this

tr_est_mysticism_2 = {
possible = {
has_tradition = tr_est_mysticism_1
}

modifier = {
country_nanites_produces_mult = 0.33
country_sr_dark_matter_produces_mult = 0.33
country_sr_zro_produces_mult = 0.33
country_sr_living_metal_produces_mult = 0.33

# built-in support for ACOT SR
country_acot_sr_dark_energy_produces_mult = 0.33
country_acot_sr_stellarite_produces_mult = 0.33
country_acot_sr_light_matter_produces_mult = 0.33

# built-in support for ESC SR
country_esc_psionic_charge_produces_mult = 0.33
country_esc_gravitic_anomaly_produces_mult = 0.33
country_esc_living_crystal_produces_mult = 0.33
country_esc_transdimensional_vortex_produces_mult = 0.33
country_esc_enigmatic_energy_produces_mult = 0.33

}


I already done with my local file and confirmed that works, I like to everyone who uses EST with ACOT or ESC (or both) enjoys better compatibility.


2.
I like to request another compatibility patch to Living Ships (tr_est_biogenesis_2 in est_cybernetics.txt )

Using with multiple mod add high tier ship and modules (ACOT, NSC, Gigasturctural, Movable Space Fortress, ETC...), 1% hull regen can cause inter overflow which resulted negative regen. (it seems that overall regen much higher than 10k(10,000) cause it, though I did not find the precise limit)


Simplest solution: just replace 'ship_hull_regen_add_perc = 1.0' with static regen add such as 'ship_hull_regen_add_static = 1000.0'
Problem: This static regen is obviously super OP for early game.


Suggestion: swap that if the empire has any of technologies allows to build high tier ship/module to likely cause the overflow.

tech_stellarite_armor (ACOT armor + hul module)
tech_precursor_colossus (ACOT insane big ship)
tech_Flagship_1 (NSC biggest ship)
tech_movable_fortress (Movable Space Fortress)
tech_war_planets (Gigastructural extreme insane big ship)

I don't think it is the complete list on the world, but will resolve more than 90% of overflow Living Ships may cause......or at least I think so :)
最后由 Aus1rathia 编辑于; 2020 年 1 月 24 日 上午 3:01
Aus1rathia 2020 年 2 月 3 日 上午 12:54 
About Living Ships, just using both perc and static regen with lowered amount could be a simple yet viable solution.

such as

ship_hull_regen_add_perc = 0.1
ship_hull_regen_add_static = 5

It seems that ship hull point cannot exceed 2,147K (1/1000 of actual 32bit int max. Anything exceed that cause negative hull point and ship disappear by itself.......^^;;;;;;;;;; ), so ship_hull_regen_add_perc = 0.5 or lower will not cause overflow by itself alone.
Dalthius 2020 年 4 月 26 日 上午 10:25 
This mod has conflicts with several popular mods. Because of this, I have placed this (and your Ascension mod) as a lower priority in my load order (all the mods below will take precedence). What kind of issues can I expect? The traditions appear to all still show up, but will they work properly?

Guilli's Planet Modifiers 2.6 :
gfx\interface\icons\modifiers\mod_planet_orbital_bombardment_damage.dds
gfx\interface\icons\modifiers\planet_resource_energy_add.dds

Potent Rebellions :
gfx\interface\icons\modifiers\planet_resource_energy_add.dds

Dynamic Political Events :
gfx\interface\icons\modifiers\mod_country_war_exhaustion_mult.dds
gfx\interface\icons\modifiers\planet_resource_energy_add.dds

More Events Mod :
gfx\interface\icons\modifiers\mod_fleet_emergency_ftl_min_days_mult.dds

At War: Planetary Cannons (2.6 Compat Update) :
gfx\interface\icons\modifiers\mod_planet_orbital_bombardment_damage.dds

z Expanded Traits, Civics, Pops, and More :
common\economic_categories\00_common_categories.txt

Ethics and Civics Alternative :
common\economic_categories\00_common_categories.txt
Private Feelings  [开发者] 2020 年 4 月 26 日 上午 10:51 
The only reason for compatibility issues should be modifications to the "common\economic_categories\00_common_categories.txt" folder, which many mods will use since a patch a while ago.

Please try https://psteamcommunity.yuanyoumao.com/workshop/filedetails/?id=1688887083 which should fix it (and if it don't ask the maker of that mod).
Dalthius 2020 年 4 月 26 日 下午 1:37 
I already use that mod, so hopefully it works fine. I likely won't be able to tell without extensive testing, sadly.
Private Feelings  [开发者] 2020 年 4 月 26 日 下午 4:25 
If you use that mod then it should work. If you want you can double check with that mod's creator that he keep track on the mods you are interested in.
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