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Some one somewhere reworked the tech tree and its now neolithic and animal is showing much earlier things. Smithing has been moved to Neolithic and so on. So not sure what is going on with which mod I am playing with.
My early concept for this mod is turrets that help you primitive only colony so in my thinking greatbow and smithing did not fit in this era. So i kept it in the Neolithic tech era with large research cost explained parts in the research finish text. "The raider you killed had a strange looking blueprint with him - Catapult Reseach Promt" so you dont progress lorewise to medival in this mod you just looked at a thing and tryed to rebuild it with stuff you have.
This was totally an Ingenious mod. Thank you for such creative talent. I love anything that helps make my Tribal starts more entertaining.
sure will look into that
First of hello and I LOVE this mod!
Sorry had to get that out of the way, second, are you aware that research for several of the turrets such as the Fire and Catapult requires 3 Medieval research before you can completely the Neolithic tree?
I play as a Zero tech Tribal start with Tech Advancing and this becomes literally over 8k research just to finish up the turrets alone. Could you look into it at all? Thank you~
Me:You forget a thousand things every day,How about you make sure this is one of them?
That being said, i have instantly met 2 problems:
- Turret range is not displayed while you are placing the turret
- It's research tree is broken inside ResearchPowl for some reason
Maybe a small mention would be also the extreme amount of research required for some of the turrets, like 6.5k. I mean you can research electricity AND regular turrets from that amount
Changed ToxicSensitivity to ToxicResistance and it does indeed get rid of the error. Haven't tried playing with it yet though so I guess we'll see if it explodes lol