bouncymischa
Synthetic Genie
Okay, so I've finally uploaded version 2 of the mod!
Sweet! I was just about to start a new game, good thing I checked here first!Okay, so I've finally uploaded version 2 of the mod!
Okay, so I've finally uploaded version 2 of the mod!
Sweet! I was just about to start a new game, good thing I checked here first!
Most of the descriptions of buildings, wonders, units etc.. is still "TEXT_KEY.." At least for me. The problem could be easily on my end though! But since some text is displayed correctly(certainly more than in v1) I'm not so sure.. well anyway whatever the case, it's still really really cool mod, and when there is a problem there will be a solution!
Even first version was the best future tech mod, but it wasn't compatible with other mods, so I played on Beyond the Future
But this!!!! This is perfect!
I must try this on one city strategy...
...the Implants tech is missing its tech quote...
I sent you a quote for Implants, right?
The first version wasn't compatible even with Corporations... At list this what I think, because I play whith 25.5 other mods
This looks like a very nice mod, keep up the good work.
Regarding missing txt keys, here's a list of the one's I've noticed are missing in version 2:
Spoiler :Implants - (quote)
Biodrone - (help, pedia)
Biotrooper - (help, strategy, pedia)
Drone UAV - (strategy, pedia)
Organic Infantry - (help, strategy, pedia)
Robot Infantry - (help, strategy, pedia)
VR Training Centre - (pedia)
Server Hub - (strategy, pedia)
Research Server - (pedia)
Nanomaterial Plant - (pedia)
Geofront - (pedia)
Fusion Reactor - (pedia)
Entertainment Server - (pedia)
Also, it looks like you forgot to tick Reload Landmark System in modbuddy. I don't see any graphics on the map when your new improvements are built, and when I open the modinfo file in a text editor ReloadLandmarkSystem is set to 0.
Will this mod work with advanced air units?
Those bugs should now be fixed -- I've updated the download with a new copy of the file.
I'm gonna try the new version, it's still v2. though, is this it? Probably! But could you name the mods that will definitely conflict (however many/few you know would be helpful) Cause I'd really really love to have this awesome mod working as well as possible!
Tech Human Augmentation refers to Incubation Pods in its 'pedia text, but it actually gives you Birthing Pods.
Also gonna have to quote Vega here. YESZ. YESZ.
Hey I'm new to this forum so sorry if I screw something up. I have started installing some mods for this game and in the late game tech tree I noticed a few oddities where it seemed as though 2 of the techs were missing. Below is an image displaying what I'm talking about. Is it working correctly or is there another explanation?
https://gyazo.com/bc0cb1ac1215c3ce7e68f85b79da9d38
For reference I am using Slower Science Longer Eras, Enlightenment Era, Quick Turns and this mod.
I can t build this units - Advanced Destroyer and Cybersub...I discovered technologies for this 2 units...I can t build Destroyer too....And many new units too?!
From future units I can only build Power Armour Infantry....Than I did something....I set cost 1 for Cybersub, Advanced Destroyer, Arsenal Ship and Mech Artitllery and Preqer Tech Archery...and all units appeaered and could build for one turn because I set costs 1....than I set Prequer Tech for Advanced Destroyer - Particle Physics...started game again....opened Tech Tree but Advanced Destroyer Icon I have not found on Particle Fhysics Icon.....why units appear for Archery but not in Future Era???!!!!
Congrats on the Workshop release bouncymischa!
I downloaded Enlightenment Era Mod and started with this mod together. On beginnig I checked Tech Trees and Enlightenment Era Techs were there, but during the playing is dissapiered...what is the problem?