Install Steam						
					
				
				
									login
											 | 
						language
						
																																					简体中文 (Simplified Chinese)
																													繁體中文 (Traditional Chinese)
																													日本語 (Japanese)
																													한국어 (Korean)
																													ไทย (Thai)
																													Български (Bulgarian)
																													Čeština (Czech)
																													Dansk (Danish)
																													Deutsch (German)
																																							Español - España (Spanish - Spain)
																													Español - Latinoamérica (Spanish - Latin America)
																													Ελληνικά (Greek)
																													Français (French)
																													Italiano (Italian)
																													Bahasa Indonesia (Indonesian)
																													Magyar (Hungarian)
																													Nederlands (Dutch)
																													Norsk (Norwegian)
																													Polski (Polish)
																													Português (Portuguese - Portugal)
																													Português - Brasil (Portuguese - Brazil)
																													Română (Romanian)
																													Русский (Russian)
																													Suomi (Finnish)
																													Svenska (Swedish)
																													Türkçe (Turkish)
																													Tiếng Việt (Vietnamese)
																													Українська (Ukrainian)
																									Report a translation problem
							
						
 
											 
													







The less thought spent on cybernetic ascension and how *it* interacts with everything, the better. And the fact that AI weights seem to have shifted massively under the hood is also not good.
I'm working on a 3.6 version of this mod and should have it ready to go soon, I just need to make sure that there won't be a bomb in the AI (and preferably planetary automation logic) that will royally screw over it's economy and then I'll release it.
After that I'll update the "extreme" version. Then maybe I'll take a look at creating a mod to nerf/buff overtuned.
so you have nothing to rebuild ;)
For this mod, technically, all a 3.0 update would be is a fresh coat of paint.
Since it seems to be working for the time being and I have other projects that I'm more interested in (and since I've had to do hard drive wipe since I uploaded this mod, I can't just open the files and change the version number to 3.0.X, I'd have to rebuild all the mod files to do so), I'll leave this as is for the moment, with a patch when it breaks, or maybe to slap that officially up to date sticker on for 3.1.
The AI spam building gene clinic was something I thought I’d fixed, but clearly not. The way building cap stops the AI spamming buildings is a to apply a build weight modifier of 0 if there’s a gene clinic or frontier hospital on the planet. If you have a mod that adds a tier beyond them (like additional vanilla buildings) that would be the reason why.
Other that is a bug.
I'm at 2443 years into a run.
However, the AI will sometimes fill a planet with gene clinics... is there a way to fix this?
Add custom buildings with same icons and effects without amount restriction whould make this mod compatible with many other stuff. Why don't u do this ?
That probably is it. Thanks for the tip!
If i read corretly the code, if the ai upgrading its machine assembly plant the building condition become true again. Maybe something like this would be better:
modifier = {
factor = 0
OR = {
has_building = building_machine_assembly_plant
has_building = building_machine_assembly_complex
}
}
If this is deliberate, my comment is void.
@bgq97, that sort of change will be the "uncapped" variant of the mod, where I take the caps of everything. Namely as this is *sort of* balanced (it's borderline, but it doesn't actually offer stacking production bonuses), where as taking the caps of other buildings is asking for trouble. Embassies are definitely in the *asking for trouble* category.
But... when I do it, I'll probably take of the capital planet only restriction as well, so feel free to have worlds with 15 tier 2 embassies and send out envoys to every empire in the galaxy. But that'll happen after I'm sure that standard building cap is working properly.
Aka; fix coming soon (tm!).