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Zgłoś problem z tłumaczeniem






WEIRD UPDATE 1 I drafted and posted this, so its easy to read and is in order.
hello Folks.
Mod still works...ish. I'm not good at this, all I know is the weight for tech showing isn't correct. I'm not good enough to figure out how to fix the language for it to read correctly.
The game still recognizes it if triggered...but it hides it so we cant use it.
So, it recognizes if triggered? Use Console commands.
1-Trigger the mod menu in the policies
2-enable the ship modules setting,
3-disable the AI from having to use it so the AI can use it to
4-follow below
Use the following commands while the mod is enabled.
After you unlock a specific tech
Input their respective command to unlock their drop pod.
Type the following first command to get started, since its weird and most of the time it doesn't show.
effect give_technology = { tech = tech_pasmod_assault_army_default }
John Shepherd N7117 3 hours ago
The ones below are after certain requirements. They are obvious. but I typed them for ya now enjoy your mod...for now. Hopefully someone updates it.
After inputing 1st command and getting corvettes (which you start with already)
effect give_technology = { tech = tech_pasmod_assault_corvette }
After destroyers
effect give_technology = { tech = tech_pasmod_assault_destroyers }
After Cruisers
effect give_technology = { tech = tech_pasmod_assault_cruisers }
After getting clone army
effect give_technology = { tech = tech_pasmod_assault_army_clone }
After genetic ascension
effect give_technology = { tech = tech_pasmod_assault_army_gene }
WEIRD UDPATE 3:
You have to be Machine Intelligence Tier 2, input it at the start?
effect give_technology = { tech = tech_pasmod_assault_army_drop_pod }
Yo have to be machine intelligence
effect give_technology = { tech = tech_pasmod_assault_army_artillery_drone }
After Psionic armies are unlocked
effect give_technology = { tech = tech_pasmod_assault_army_psionic_force }
You must be authoritarian and unlock slave army
effect give_technology = { tech = tech_pasmod_assault_army_slave_army }
After unlocking droid workers
effect give_technology = { tech = tech_pasmod_assault_army_droid_army }
Sometimes it doesn't show the innitial techs so console command the beginning tech and the rest kick in.
Please update it.
I'd be one of the many who would be grateful. Is a simple mod.
I am wondering if there are mod compatibility issues going on with this mod and other mods.
I tested just this mod on 3.12 and it is working as expected. Ships with drop pod modules are dropping armies onto hostile planets.
I am asking folks for details as I am maintaining XVCV's "Machine & Robot Expansion" mod and if it turns out that there are game-breaking issues with this, then I will look into making an updated copy of this mod that is compatible.
I started a bug report thread here in the discussions for this mod so we can have conversations with replies: https://steamproxy.com/workshop/filedetails/discussion/2017870391/4411920485714910302/
I will check about this. Thanks for the comment.
It's also not orbital surrender because that givers a popup when it happens and I do get a "planetary invasion successful" notification implying the armies dropped and occupied the planet without fighting.
https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-295-armies-sectors-messages-and-more.1578373/
This or the planet doesn't have any defenders. I'm not sure.
When you start a new game or open the mod menu (look for edicts), you will see the option 'mod ship types'. Enable it will allow to research mod ship classes techs.
Unrelated but sorely desired; can you do anything (or have you already done anything) with alternate ship sections? Titans are boring with just large slots and a mega cannon.
Thanks. I've added the link in the mod description.
https://steamproxy.com/sharedfiles/filedetails/?id=2965091461
That's for Machines. As far as I remember.
"it seems that the pods are not working as if since the pods " designations " are NOT the same as the machine empire army troop " designation " it does NOT work."
I would like to see some screenshots about this. Also, this mod is updated for v3.7 and I don't know how it would perform on v3.2. (It may be fine but it may not.)