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Requesting a mod to make the storm created by the Zroni Storm Caster count as a Cosmic Storm (not changing it's effects or anything.. like, i don't want it to become a shroud storm or anything... just give it the "cosmic storm" flag)
 
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Out of casual interest, do the Devs still monitor/read/observe this thread?

I sure hope so but the 'See Dev Replies' option on this thread reports the last Developer comment was from Caligula Caesar way back in March 2020!
 
There is a huge spectrum of opinions about how the game should be played (and that's a good thing!) and there are people with vast amounts of play time, and some who are taking their first steps into this great game. I'm somewhere in the middle.

There used to be a mod which placed relics on their own separate cooldowns. I know people may roll their eyes because this is a balance issue, but the game tends to inherently see to this. While being able to activate many relics would be very OP at the start of a game, you don't tend to have many relics yet. Later in a large galaxy game, you may have many relics, but their effect on the whole is greatly reduced. I've never been able to (from a gameplay perspective) understand why activating my Head of Zarqlan would have ANYTHING to do with activating my Javorian Pox Sample other than play balance. The passive effects are great and all, but that artificial feeling limitation is vexing.

For me, it's the fun-factor of being able to freely use all of my relics (with their cooldowns of course).

Is anyone interested in resurrecting this old mod?
 
I am a modder and I noticed that pop_produces_resource has been removed in version 4.0. It seems that currently, resource output can only be exported based on planets or countries. I understand that the update to version 4.0 may make it impractical to export the resource output of pop_group. Is it possible to export the resource output of pop_job instead?
 
I would like to request for a mod


I am aware it can be a bit difficult to do, but would like to know a possible exceution plan or which legimitate modder can do it - if it cannot be done or that the codes provided needs rework or what could not work, please just said what will not work.


Metropolis (and upgradable versions) – buildings that are actual cities with multiple resources production ability. Inspired by Realistic Looking Buildings Redux

Aim: to make the game more lorelike accurate in terms of scale of running a galactic empire (a planet having small factories as buildings on the surface seems too small in scale– should be having huge cities spreading across the planet surfaces like our planet earth ) . I am also aware this building will completely break game balance or change the nature of the game, but the aim of the metropolis is to allow the player to actually control an accurate lore-like space empire with cities that can produce multiple things

More details in the file attachments including the word file detailing the full idea of the building (can be modified to make it workable in game). I have also attached AI generated building codes to this thread but they may also be outdated/incorrect - could provide ideas on how to amend them to make them workable ingame

This mod was thought of before the 4.0 update so things may be outdated - can adjust to fit the version of the game if needed.

All effect:

Able to be build on any building slots Multiple resource production (advanced variants produce rare resources) Huge housing
Expensive to build and upgrade (advanced variants require rare resources)

List of Metropolis (detailed effect in the word file)

1) Metropolis
– Basic City (cannot produce advanced resources and can be built at the start)
2) Domed Metropolis – Metropolis with bonus to habitability in low habitability planets
3) Underground Metropolis – Metropolis as a giant underground bunker city – increase resistance against planetary bombard damage
4) Advanced Metropolis – upgrade Metropolis, can now produce exotic resources in small quantities (nanites: 0.001, living metal, 0.001, Zro: 0.02)
5) Domed Advanced Metropolis – domed version of Advanced Metropolis
6) Underground Advanced Metropolis – Underground version of Advanced Metropolis
7) Ultimate Metropolis – can now produce dark matter in small quantity on top of the previous exotic resources. Use some Dark Matter for Upkeep (0.001) (can be adjusted but the rule is it produce 10 times the dark matter than it is used as upkeep) . Also have the bonus to habitability in low habitability planets so no domed version of Ultimate Metropolis
8) Underground Ultimate Metropolis - Underground version of Ultimate Metropolis
 

Attachments

  • Ultimate Metropolis - 1.png
    Ultimate Metropolis - 1.png
    1,3 MB · Views: 0
  • Metropolis Mod.pdf
    127,1 KB · Views: 0
  • All Metropolis Code - AI generated.pdf
    186,4 KB · Views: 0
  • Ultimate Metropolis - 2 (ChatGPT).png
    Ultimate Metropolis - 2 (ChatGPT).png
    1,7 MB · Views: 0
  • Ultimate Underground Metropolis - 1 ChatGPT.png
    Ultimate Underground Metropolis - 1 ChatGPT.png
    1,8 MB · Views: 0
  • Underground Metropolis (Basic Variant - preliminary).png
    Underground Metropolis (Basic Variant - preliminary).png
    374,9 KB · Views: 0
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