Crusader Kings III

Crusader Kings III

After the End - Submod: Sci-Fi Religion (1.15.0)
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Update: Jun 2, 2024 @ 5:52am

Renamed all mods to better find them in the workshop. It seems that using AtE instead of full After the End prevents Steam from showing them together, reducing this mod's exposure to the general public.

Update: May 31, 2024 @ 3:59pm

Fixed some typos.

Fixed the Church of Reddit not having a set capital. Yeah I know, all this time no one new where post-apocalypse Reddit servers were, now it is fixed.

Update: May 31, 2024 @ 2:49pm

Just some adjustments to the map.

There is now a new child mod for those who don't want any Sci-Fi content but want the map redesign and custom emblems.

I'm aware of the issues with crashing. That is a problem with the main AtE. The devs are working on it, so we just need to sit and wait for the grown-ups to finish their work.

Tips are being given in the AtE Discord to avoid crashes. Here are a few:

Delete old saves that you are not using (Go to the Documents folder and manually delete them outside the game).
Delete the Steam Workshop download cache (Go to Steam settings, and in the Download section, you can find the clear option).
Check file integrity (Go to the properties of the game in the Steam Library; checking game file integrity also checks the Workshop files).

Update: May 30, 2024 @ 10:41am

The new child mods are now available.

Fixed missing files and dynasties in some of the child mods.

Fixed the Kaiju's second tier of MAA that was wrongly assigned to Warhammer.

Improved performance by reducing redundancy in some triggers.

Update: May 28, 2024 @ 1:35pm

Gave Vegas, in this mod and the Fallout child one, a starting army so they have a chance of surviving against all of their neighbors.

Reduced the number of files overwritten by this mod. I hope this reduces crashes on startup. Please keep me informed; it is not crashing for me here, so I can't figure out what the issue is.

Attributed laws to titles and changed some governments around. This will hopefully prevent crashes in the ruler designer.

Update: May 27, 2024 @ 2:57pm

Thank you Palatax for noticing that the decision to craft Sci-Fi artifacts was triggering the wrong event. It's fixed now. Please continue to bug report.

Update: May 25, 2024 @ 11:27am

Fixed a crash that can occur when the game thinks Galveston, Texas is a part of Florida.

All faiths now have 10 male and 10 female names for children.

Characters finally have defined appearances! I had to copy existing DNA, hehehe, so if you see two people that look the same, assume they are doppelgangers and move on with your life.

Added a missing character for the Star Trek child mod.

All child mods are now up to date; however, the three new ones will be on hold for the next week as I have less free time than I thought.

Update: May 24, 2024 @ 2:53pm

Update 6

I promised you all four new faiths, and I have brought six. Please clap.

I have improved most of the faiths in the mod by giving their tenets unique names and detailed descriptions, even expanding their lore, hope you enjoy.

All faiths have eight holy sites now, except Lethal that only has one and the meme faiths have fifty.

Each faith now has three unique artifacts. The Jedi sabers are counted as one artifact since the only difference between them is the color.

It seems you guys were using console commands to acquire the old world artifacts due to the fact that the lootbox decision was just broken all this time. I've fixed that and decided to unlock the decision for all sci-fi faiths so it can be used in the child mods that don't contain a faith with the salvager tenet. And also, the old world artifacts now have more powerful stats.

Didn't manage to fix the characters' starting appearance being random, as trying to add DNA data causes the game to crash. Something is not right and maybe the issue is between the chair and the computer.

I've balanced the MAA stats, making some units stronger others less overpowered, as I hope they all now better aligned with their faith's lore and characteristics.

I managed to incorporate and improve the new additions to the arctic.

I changed Montana and also fixed my error that prevented Colorado and Wyoming from being created. Please tell me if you find any other issues.

The Golden Ticket event is no more, RIP. Governments have been reassigned. Don't worry about the Ruler Designer, it will work on this mod's factions.

All Trekker faction can now be destroyed if they lose all land. Will revert that when unlanded is playable. Speaking of the expeditions, the Defiant has made contact with Montana after the war down south in Mexico ended in an uneasy stand-off. Meanwhile, the Cerritos reports an incredible finding amidst the ice.

Update: May 4, 2024 @ 5:18am

Forgot to load the changes to the Warhammer child mod. My bad.

Update: May 4, 2024 @ 4:39am

Just a quick break in my trip to increase the stats of some artifacts, especially the one that gives prowess. Now, weapons will give more prowess than armor, but armor will give more prowess than before and now based on their lore.

Also, I changed my rework on the naturalist faiths after receiving more information from a specialist in the field of conservation.