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Ilmoita käännösongelmasta
- Found a weird bug where my science ship was scanning a planet while it was getting "ejected", and the game crashed-to-desktop during the "system surveyed" announcement.
Thanks. It's really hard to test these guys on my own, so stuff like this really helps.
I think the science vessel crash is because the planet was coded to be outright removed from play. That's how the Planet Cracker handles habitats - just deletes them from the galaxy entirely - but maybe it's unexpected for a non-artificial world. I'll try changing it so a world that gets ejected is transformed into a tiny black hole that you can build a research station over, and maybe that'll solve it.
Habitats are still programmed to be removed from the game, but that's identical to the Planet Cracker code so hopefully that's okay.
What's the intent with claiming systems where the starbase has been Knid-killed? Right now they just sit there, getting scanned again and again, but any inhabited planet can't be successfully scanned for some reason so the system never gets registered as fully surveyed until the Knid-lossos kicks the planet(s) out.
It's not really intended. The Knids destroy star bases like the Khan or an end game crisis, and that's because they're mostly meant to do damage and cause disruption until there's a surrender, which results in monthly food payments to them. They do wheel the planet pusher in there, but that's just escalating the stakes - a human could hit the surrender button before the weapon goes off and then pay the food instead of losing the planet.
My idea was that the Knids would expand opportunistically if they created some space for themselves by destroying starbases, but that unlike the Khan or the end game crises, they shouldn't be a full existential crisis to the galaxy. They aren't really taking planets, and when you do lose planets, it's from the methodical, one-at a time process of a planet killer which the Knids can't use if they can't defend it. They don't even have apocalypse bombard, and I'd like to imagine that when the Knids push a planet into another 4D plane, there's a separate coordinated raiding party on the other side that rescues some of the populace (though granted to work them as slaves) and as much food as they can grab.
In practice, this creates a situation where the Knids will destroy a starbases, leaving the system technically ownerless, but they don't take or destroy any planets right away. Normally when the Unbidden do this, they'll either kill the planet or wander off, and if they leave, the starbase rebuilds. You can't send in science ships while the Unbidden are there, because the Unbidden are hostile. Same goes for the Khan, where even if you're a Khan satrapy, his enemies are hostile to you and the Khan usually conquers those planets with armies shortly after he makes them vulnerable.
The Knids, on the other hand, just ignore you and blockade the system until they get around to launching the planet cracker. That gives your science vessels a chance to survey the system, and then run into the issue of surveying an inhabited planet which is broadcasting a really interesting TV program that keeps your scientist indefinitely occupied. I guess he's watching every season of Blorg Seinfeld.
Is there a way to prevent this behaviour, or disable the Knid from spawning? It's very disruptive when a weak federation member starts swinging punches without needing to go through the federation war system and dragging us all in to a slugging match with the knid.
I did an update so the Knids will leave AI alone if they're vassalized or in a federation. It will have the side-effect of making the player more likely to be confronted with a Knid shakedown request since the Knids have fewer potential targets to draw from, but at least if they're confronting you, you'll have influence over it.
I was playing around in observer mode, seeing what the knids were up to, and it seemed that despite not gaining any food they were not getting the debuffs at the end of each year. To be exact, I did not see a decrease in their ship's modifier's year after year of looking at them. Furthermore, the "Famine" modifier did not show any maluses for which I believe it should have been placed had there been any.
In fact, their fleets seemed to be growing stronger at the normal pace at about 0.5% per year without meeting their food quotas. To be more clear, such an increase was not recorded in the "Knid Fleet Innovations" modifier and simply seemed to apply onto their ships.
Perhaps it may be an issue on my end, although I see no reason why that would be.
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I have found the error that did not apply the malus to knids.
In slgt_knid.3104 you are putting slgt_update_knid_debuffs = yes inside of the if statement, which is causing issues.
- They struggle on closing wars against smaller enemies where they can only bombard from orbit to get warscore. This also has the side effect of having the knids fleet stuck on bombardment duty.
-> As such consider adding some way for them to be able to make use of the new Orbital Surrender feature of possible, as I do not believe they want ground armies.
- They do not use the Colossus in the Total wars.
- AIs are very prone to attempt total war against the knids despite having absolutely no chance at winning (I suppose it has something to do with poisoning the food?)
Also you should consider adding a charge up time for the knid's colossus weapon, since it doesn't even take a day to fire.