Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem






I put the updated mod up here. Let me know if it works.
"add_trait = trait_zombie" needs to be removed
I don't want to remove this feature from the mod, but you can modify that event if you don't want to have the zombie trait on them. Just append a line after line 16 to exclude the cyborg trait like I did for zombie, hive mind and necrophage traits :)
Mechromancy is an ascension perk from Stellaris Synthetic Dawn DLC (if I remember correctly) for machine gestalt empires, I just reused that name for description.
conquer a planet owned by a hivemind as a necromage regular empire
the planet will then start to purge the hivemind pops
they will then respawn as zombie pops with the hivemind trait
since they are hivemind, they will be purged again
repeat, making the process last for an exceedingly long time
I think hive minds should be allowed to do necromancy.
It might be any mod which touches any logic of the pop assembly itself. Usually a mod which touches vanilla files, especially any "rules" file. So without further research I bet on the unofficial patch on the top.
It's a hassle but you might find the mod in question by partially disabling mods and go back into game and repeat until you found out which one produces the issue. You can disable one mod at a time and if still not work, exit, enable mod, disable next mod and so on.
Here's my modlist: https://pastebin.com/QUVTL6dV
It's your mod tho, do what you will.
- zombies are now only assembled if the planet got the proper building for it, no zombies from clone vats alone
- add some support to not create necrophage zombies
- add councilor position for civic
- add a proper description to the civic
- fix some localization
glory to the necro-vamp corporation :)
i was thinking about a deposit or planet modifier but i will think about world designation too. thx for the suggestion
- minor fixes
- add origin to have a secondary zombie species
- add new building + tech to increase pop assembly further