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https://steamcommunity.com/sharedfiles/filedetails/?id=3259932217
Hope it helps anyone!
I used ILSpy to disassemble the .DLL. It created a csproject file I opened in Linux with monodevelop. I wasn't sure how to fix features related to jobs/toils for the rebellion AI, so those didn't make the cut. I gutted everything until the just minimum would compile. Now the only features working are:
1. alert for low suppression
2. alert for possible rebellion
3. if suppression < 80% (configurable) then that pawn won't initiate rebellions (but may join a grand rebellion)
I've tested this in MultiPlayer and no desyncs so far as it uses no random numbers and has no widgets. I have tested that pawns can still rebel if under 80% suppression. However, haven't played long enough to test and 100% confirm it actually works.
Happy to remove this "Gutted 1.5" fork if you or anyone continues the legacy with a proper update. Thanks!
I'll add a bug report in the discussion.
use this mod's "disable improvised weapons" option to prevent them from even being considered weapons.
https://steamcommunity.com/sharedfiles/filedetails/?id=2893432492
I'm going to try setting the slave rebellion threshold to 99%. This way completely cowed slaves that are permanently at 100% suppression will never start rebellions, but other slaves that do have their suppression fall will still have a chance.
I lost half of my colony after a rebellion
I see some of us have the same issue, the tooltip for the sliders would have you believe that setting them to 0% will disable that feature, but this is wrong. Doing so will reset the sliders to their default values (60%/80%). The developer of the mod has stated that this is an intended feature, and as of basic testing I can confirm this. That being said, it seems that rule only comes into play when you set the sliders to 0%. The solution is to set your sliders to the absolutely closest number you can get to zero, without setting the slider to zero.
Doing this, for now, prevents the sliders from regaining their default values upon menu exit.
tldr; Set it as low as possible, just not to zero itself.
Yes in the settings you can change the amount of suppression required for a rebellion.
"0% will disable rebellions"
I'm here for the same reason!(including the other mod author) Except all of my slaves are thralls from vanilla psyonics enhanced. I was honestly surprised when they rebelled.
could you elaborate on the answer to @NachoToast ?
why would resetting the sliders and changing the settings be intended?
there is no indication of this behavior in the description or the settings page.
this isn't just visual: the actual settings are reset every time the game loads it seems.
is this also intended?
(if it keeps it's promises)
But the nr 1. if i change the 60% to 75% the slaves will not rebel if they have suppression above 75%?? is that right?
I think slaves don't want to run the colony they are slaves of, they just want to go to their home faction.
1. Some ability to recruit them into citizenship. Perhaps after a year or two of servitude it could be an option for them. Perhaps the faction leader could have a say in it using the same mechanism used now for trials. Maybe thats the faction tradition, everybody is a slave for the first year or so... like hazing. If you survive it, your reward is that you are freed and optionally can become a citizen. Addtionally, love affairs with citizens could provide a shortcut for this process.
2. If a slave rebellion is successful enough, they should be able to overturn the whole thing. Slaves become masters and masters become slaves.
https://steamcommunity.com/sharedfiles/filedetails/?id=2606842063
Thats called roleplay. You wanna have a slave-owning roman empire? The go ahead. What about a Warhammer 40k faction with slaves? Go ahead. Lots of empires in the past had slaves, so may as well play it out and add more complications to your way to power.