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Improbable Lobster posted:Thinking about Enclaves, it would be really neato if there was a military equivalent to the Curators, Traders and Artists. Space mercs would be a pretty natural fit for the Enclave system IMHO. hey yeah, that's a good idea would also help with not being steamrolled after losing a fight
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# ? Aug 16, 2017 20:42 |
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# ? May 31, 2024 17:07 |
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wiegieman posted:That's the artists, curators give you research. Durh, yes it is, don't know why I wrote curators.
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# ? Aug 16, 2017 20:53 |
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There's a mercenary Enclave mod on the workshop, which despite running I've never actually seen because it only ever spawns one station.
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# ? Aug 16, 2017 20:55 |
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Bold Robot posted:IIRC Wiz posted about this when Enclaves first came out and said that they had tried to add mercs, but it didn't work well or they had trouble balancing it
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# ? Aug 16, 2017 21:11 |
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turn off the TV posted:When I'm modding mods I just extract them from the workshop downloads and run them entirely as overrides from my own -___+__((( mod, its name evolving as mod authors figure out the unicode hierarchy. Tried that, it has the exact same problem with making a bunch of traits vanish and inexplicably adding a 0 point ? trait. I've compared the files over and over, ALL I did was change the habitability modifiers. I cannot figure out where I have gone wrong, but it must be in the Trait Archive file, because I think all the Species Traits mod ones are working. Okay, it's referring to habitability modifiers that are in another mod, do I need to do... something to make it realize the other mod exists? I don't know why that would break absolutely everything else, but it's all I can think of. Midnight Voyager fucked around with this message at 21:50 on Aug 16, 2017 |
# ? Aug 16, 2017 21:26 |
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Midnight Voyager posted:Tried that, it has the exact same problem with making a bunch of traits vanish and inexplicably adding a 0 point ? trait. It sounds like some kind of load order issue, but I haven't run into anything along those lines. Try keeping the reference mod's files in your own custom mod folder along with your own changes. turn off the TV fucked around with this message at 22:11 on Aug 16, 2017 |
# ? Aug 16, 2017 22:07 |
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turn off the TV posted:It sounds like some kind of load order issue, but I haven't run into anything along those lines. Try keeping the reference mod's files in your own custom mod folder along with your own changes. IT STILL BREAKS OH MY GOD I am losing my mind I have to have done something wrong, right??? But I can't find what the hell it is.
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# ? Aug 16, 2017 22:42 |
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Midnight Voyager posted:IT STILL BREAKS OH MY GOD I am losing my mind e: also, dump the zip somewhere so we can look at it (and mock your poor bracketage)
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# ? Aug 16, 2017 22:56 |
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Splicer posted:Check your brackets Okay, I found where I doubled a modifier but that wasn't it. I've been checking the hell out of my brackets, but maybe I've just been looking at it too long and can't see it anymore? Notepad+ seems to be okay with my brackets... https://www.dropbox.com/s/5aal0pw0h5x510e/Testing.rar?dl=0 These are the original files and the modified ones, both in different folders. I added in the habitability traits file from the planets reworked mod just in case. You can laugh at my brackets all you want as long as you show me where I hosed up, because I'm going blind here.
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# ? Aug 16, 2017 23:07 |
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Did you delete the modified workshop archives and create the .mod and its folder through the launcher?
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# ? Aug 16, 2017 23:22 |
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turn off the TV posted:Did you delete the modified workshop archives and create the .mod and its folder through the launcher? Sure did. I am positive it is overriding the other files. It's just clear that something's broken. There are two files in there overriding other mod files. One of them is working fine. All of the traits from it are showing, minus the ones I removed. But ALL traits from the other one have vanished. It just shows this ? instead. Here's before/after for the bit that works fine, overriding Svafa's Species Traits: I deleted a few because they seemed redundant with the other mod. The file overriding the other mod's trait file is the one where none of them show up but a mysterious ? Midnight Voyager fucked around with this message at 23:59 on Aug 16, 2017 |
# ? Aug 16, 2017 23:47 |
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You could try making a new trait file to introduce your modified traits through and see if that works, and if so just delete the old ones since that seems to work. I'm really not sure what your problem could be since the files look fine in winmerge and I've made similar changes with no issue.
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# ? Aug 17, 2017 00:07 |
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Midnight Voyager posted:Okay, I found where I doubled a modifier but that wasn't it. I've been checking the hell out of my brackets, but maybe I've just been looking at it too long and can't see it anymore? Notepad+ seems to be okay with my brackets... b) I can't seem to break it ("I cannot replicate the issue") 1) Open C:\Users\<yournamehere>\Documents\Paradox Interactive\Stellaris\mod 2) Make a file called YourMod.mod and paste the following in code:
Because I did that to test it and it seems to be working perfectly. e: the mod has two pre-req mods, do you have them loaded? So five total (the two trait mods, the two pre-reqs, and your mod) Splicer fucked around with this message at 00:20 on Aug 17, 2017 |
# ? Aug 17, 2017 00:16 |
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Splicer posted:a) Missed you'd already uploaded them to the paradox forum I did all of this and it broke. turn off the TV posted:You could try making a new trait file to introduce your modified traits through and see if that works, and if so just delete the old ones since that seems to work. I'm really not sure what your problem could be since the files look fine in winmerge and I've made similar changes with no issue. This worked fine. WHY??????????? EDIT: No, I take it back, I can't even remove traits from that file. ANY change to that file seems to gently caress it. What???? Midnight Voyager fucked around with this message at 00:27 on Aug 17, 2017 |
# ? Aug 17, 2017 00:21 |
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How exactly do I get those cool shrimp people to play as? Like what are the steps I need to take? Is it even possible?
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# ? Aug 17, 2017 00:35 |
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Bold Robot posted:How exactly do I get those cool shrimp people to play as? Like what are the steps I need to take? Is it even possible? Opt into the beta
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# ? Aug 17, 2017 00:40 |
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Having the default file extracted and in a mod? STILL SAME BUG. WHYYY?? ...Hm. Wait. Okay, so I made a new text file, named it properly, pasted the contents of the original into it. It worked fine. Made the same changes to this new identical copy of the file. It works now. Kill me.
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# ? Aug 17, 2017 00:42 |
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Midnight Voyager posted:Having the default file extracted and in a mod? STILL SAME BUG. Stellaris code works in mysterious ways.
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# ? Aug 17, 2017 00:48 |
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Midnight Voyager posted:Having the default file extracted and in a mod? STILL SAME BUG. Could be a line endings or encoding thing, then.
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# ? Aug 17, 2017 01:28 |
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Could be a ghost
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# ? Aug 17, 2017 01:47 |
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You know what would be nice, if your pops would try and migrate to a tile on another planet if they could end up having better yields. I have a bunch of humans that I've genemodded with Agrarian and Nerve-Stapled. They'll never migrate because they don't feel happiness, but lots of them are sitting worthlessly on some tiles, which means I have to burn lots of influence to get them working usefully. It's a shame that they just sit there taking up slots from my Erudite space elves on the planet...
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# ? Aug 17, 2017 03:31 |
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Midnight Voyager posted:Having the default file extracted and in a mod? STILL SAME BUG. If so, looks like your editor of choice isn't playing nice with utf-8 files. Don't know why it still worked for me though.
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# ? Aug 17, 2017 07:33 |
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When you're genociding the galaxy, do you also have to kill all the non-sentient life and the non-spacefaring civs? And the enclaves, I guess. Although I have been killing those anyway.
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# ? Aug 17, 2017 09:15 |
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Splicer posted:When I compared the original and modded files in Notepad++ it complained that they were two different encodings despite both being utf-8. The other two are ansi. Is the new working one ansii? I was using Notepad++. I just literally made a new text file in normal Notepad and it worked.
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# ? Aug 17, 2017 09:44 |
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New space music on the latest DD https://www.youtube.com/watch?v=7YGXDYWCyoY
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# ? Aug 17, 2017 12:49 |
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quote:That's all for today! Next week we'll be going over a number of smaller changes coming in the 1.8 'Čapek' update, including the rework of Core Sector Governors and changes to democratic elections. Looking forward to this.
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# ? Aug 17, 2017 18:43 |
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I'm not sure what he meant by Core Sector... did he mean core world governors? Or is any planet not in a sector considered part of a 'core sector'? It is that one governor only runs one core world but can run multiple planets if you have them in the same sector.
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# ? Aug 17, 2017 18:50 |
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Psychotic Weasel posted:Or is any planet not in a sector considered part of a 'core sector'? It is. If you take a look at a save game, you'll see a section in there talking about core sector, and the AI's planned budget for it, etc.
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# ? Aug 17, 2017 18:58 |
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Why isn't there an Arm sector?
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# ? Aug 17, 2017 19:26 |
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Psychotic Weasel posted:Or is any planet not in a sector considered part of a 'core sector'? Poil posted:Why isn't there an Arm sector?
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# ? Aug 17, 2017 19:48 |
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Poil posted:Why isn't there an Arm sector? The Core must have won.
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# ? Aug 17, 2017 19:57 |
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Poil posted:Why isn't there an Arm sector? It's being neglected just like the calves sector.
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# ? Aug 17, 2017 21:24 |
NoNotTheMindProbe posted:New space music on the latest DD This is Blade Runner as hell.
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# ? Aug 17, 2017 23:16 |
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Aaaaaaaaa I've been waiting for the DLC release to get Stellaris DLC, but I also keep playing and wanting to play the DLC stuff. Music this week, some patch notes next week, probably full patch notes the week after then release, if I'm judging by CK2 releases.
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# ? Aug 18, 2017 00:51 |
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It's a real shame the music in this is so good because I never have it turned on because the pace of the game goes so nice with a lets play or a podcast. I should just see if I can rip the soundtrack or something because I feel bad not listening to all this ace music.
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# ? Aug 18, 2017 00:55 |
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The main game soundtrack is in the Stellaris main directory in the folder 'music'. All the files are .ogg filetype. Utopia's soundtrack is in the DLC subdirectory; it's in 'DLC014.zip', also as .ogg files. We can presume the new soundtrack will also be in it's own dlc subfolder. I think even basic Windows Media Player should be able to handle it these days. Bloodly fucked around with this message at 04:54 on Aug 18, 2017 |
# ? Aug 18, 2017 04:51 |
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Korgan posted:Has anyone else found a terraforming candidate barren world in a system with a ruined dyson sphere? So I finally finished playing with this. Turns out your people really don't mind you turning off the sun.
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# ? Aug 18, 2017 07:36 |
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The music is the best part of this game.
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# ? Aug 18, 2017 09:46 |
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Disappointing egg posted:The music is the best part of this game. The music is tied with the loading screen art for best part of the game.
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# ? Aug 18, 2017 10:27 |
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# ? May 31, 2024 17:07 |
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Poil posted:Why isn't there an Arm sector? ooof, right in the nostalgia
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# ? Aug 18, 2017 10:40 |