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Thanks for telling me, and I totally understand the inability to patch at this time. Life is chaotic! I did as you recommended though, and encountered another bug. This one occurs exactly at turn 344, right about the time I was moving my Divine Machines into place to go build the god. (I had not placed the god yet.) It gives me the memo "IndexOutOfRangeException: Index was outside the bounds of the array." I don't know what that means, but it triggers when I press "End Turn" on the 344th turn.
When you get the chance to look into patching this thing, let me know. I can certainly wait until then, but I want to be in the loop when that time comes, and am happy to send you more information as you request it.
Cheers!
Yeah, unfortunately as it is, this isn't compatible with the DLC and the underground layer it adds. For now, if you want to continue playing without issue, select the "No DLC" option when starting up the game. You should be able to drop congregations from there.
I'm hoping to get back to working on this god soon to fix this and add in some new mechanics for the Orthodox and Maxwellists.
There is a bug with the latest patch, softlocking it out of the game. Can we get it fixed? I know you are not actively updating it for content, but your god is probably the coolest on the market right now and it would be a shame to lose it to compatibility issues.
Here's how it works;
Placing a congregation always fails. It gives the message "MissingMethodException: Method not found: void Assets.Code.GraphicalMap.panTo(int,int)"
I can supply a log file if necessary.
Another matter though, I noticed automatons and mekhanites seem to really like to harvest obsidian parts and go to unearthed fragments but seem reluctant to bother with blood and iron or mechanical salvage. This is relevant since it means such places with devastation and death lying around get ignored, which can be relevant for a dark empire or mekhanite empire.
@crawlers that's intended. Place down a congregation and you'll get access to agents, along with your holy order.
@Typical_Name thanks for the feedback! It probably is a conflict with Living Societies that I'll need to check out before the final release. As of now I've just been developing and playtesting MEKHANE without the other mods activated.
@Comfort Creature thank you for the kind words!
The Congregate power says it requires a human settlement that is not the seat of a holy order and does not have the unearthed fragments modifier. It appears that it is unable to be used on any cities (this might be a result of Living Societies introducing new city types).
Sometimes the challenge to increase a ruler's liking towards Mekhanites is unavailable and I don't know why (the area is fully infiltrated).
(Didn't notice anything else obviously wrong on my first night playing this, so that's a good sign. I don't feel like I know what I'm actually meant to do with the god's powers, though - so far I'm just collecting materials and I don't know what the end result will be)
As for the unlockables. I've got a text document set up in the workshop folder, and will likely list them in the credits on the workshop page once this mod is officially out.
I haven't actually tested how effective winning through the indirect benefits of the broken song is compared to winning through assembling the elder god since I didn't try the latter.
I can't tell you much when it comes to the release date for the next update. These past two weeks real life has been keeping me extremely busy.
For now, all I can really say is Soon(tm). It may be sometime early next month if nothing else comes up on my end.
The mechanical choir's profile reduction power is also outstanding, mostly removing the need for intrigue agents to reduce profile except perhaps at the main production congregation.
I understand they need to make a good number of maxwellian intelligences before the negative motivation for having them drops the priority low enough, but that isn't what I speak about since eventually the condition is met.
This can be bad whenever the unit was using Divert attention because this then gets forever locked with no unit or agent able to decrease profile.
6 Correct. You need to produce 15 relics and then 5 divine relics (which require 3 of each relic) to break the seals; played optimally you are going to skip through the fun toys.
at least that is my sugestion. some other things that could be interesting is the cult taking prosperity away from somewhere to create pieces and components
-Good point! I have a couple of ideas on how to make Mekhanite activity more disruptive.
-It's largely there as an optional power to use. The ability to add or remove it for free is meant to alleviate any unwanted attention early on.
-Another good point. It's definitely something I'm considering rebalancing.
-Not necessarily, at least in my experience. It's there if someone doesn't want to bother with the alternate sources, which were always meant to be optional.
-Aside from saving power? No, they're meant to be direct upgrades from the base Congregations.
-Are you referring to the unlockable SCPs? They were originally intended to be expensive given how powerful they can be, but I am strongly considering reducing their cost in the next update or two.
I'd recommend tying destructive industry from Living Wilds to the cult or make cultist activities damaging.
-Priority power is (early game) a trap- having everything in one spot spikes motivation for heroes to bother you
-Influence holy order is too good for MEKHANE. Waiting takes 22 turns for each point and you need alot.
-Regenerate metal shouldn't be a power. It eliminates the need for alternative options of getting pieces.
-Is there any reason not to upgrade all collectives?
-The power slope is odd. Breaking the final seal requires enough relics to build MEKHANE but you have a bunch of abilities that need relics.
rusts
but steel ist strong
as our flesh decays
the purity of the machine shall keep us functioning