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I have one small thing to fix and then I'll push out the 3.1 update for this. Might take a hot minute to test that the Rogue Servitors have the correct starting jobs, though. There are no generators on an ecumenopolis!
Research Districts: https://node2.projectplanet.cn/@steamcommunity.com/sharedfiles/filedetails/?id=2459091293
Admin/Fortress Districts: https://node2.projectplanet.cn/@steamcommunity.com/sharedfiles/filedetails/?id=2470850888
(This mod does not adjust Arcology districts, which is where the effect is defined. What you see on the building tooltip is just a text descriptor that has no effect.)
@Hanson825 I'd say the only thing you'd really have to do is add a automated industrial factory to the planetary deposits that produce enough CGoods and Alloys to match normal starts, the amount of jobs available is fine with the 3 City Districts you start with.
You may be interested in the Resource Consolidation origin, in the vanilla game, which starts you on a Machine World, a far closer fit to cybertron. Machine Worlds are also far better starting worlds for machines than ecumenopoleis, which cannot provide energy or minerals.
This is in essence a subset of the Inflection Point mod, and it makes it far easier to maintain the mods if the amount of moving parts between them is minimal. There's a fair bit of faff behind the scenes to support a multitude of both normal empires and gestalts.For example, I would need to create new planetary features and build out a large logic tree to make sure normal empires, hives, regular machines, Assimilators, and Servitors all have balanced starting income and potential. Etc.
Depending on your cityscape chosen the physical planet will have a different colouration to it in the game.
The origin in this mod seems to be stuck on a default planet appearance
When you say "mod city" do you mean a city set added by mods? When the game cannot find the right graphic for a city set, it has a backup to display, which is almost always the mammalian set. It's likely the mod city set is not properly supporting ecumenopolis worlds and the game is defaulting. But like I said, the issue would lie with that mod, and not this one. Try using that city set with a regular origin and use "planet_class = pc_city" on your homeworld. You should see the same issue.
You can absolutely change the city set into whatever you want and INGAME it will properly appear. I've tested this before, I tested it just now.
But unfortunately the creation screen is static.
by creation it is humanoid but ingame its mamallian when i choose a different one
Updated. You start with +1 mineral income, so you won't be starving, at least!
The main reason is I quickly made this from my Inflection Point mod, which is more Roleplay oriented. And I didn't really tweak a lot of stuff to minimize the playtesting/bugfixing (i made this mod in about 2 hours at ~3am my time.)
The other one is that I felt lithoids would starve to death because there's no mines on your homeworld. (They would really starve on Inflection Point.) You'd have to do what shattered ring does and sell your food to buy rocks.
I'll try to roll a lithoid start and see if it's okay tomorrow, if so I'll drop the restriction.