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- You'll be able to fine-tune the precursor selection without the need to rely on an external mod.
- The Shamblers will come as a mid-game precursor and will have 50% chances of happening instead of the Shaded Empire for biological empires. They will later be followed by The White Noise, dedicated to machine empires.
- Kroun/MetallicHydra is retiring and I'll be taking over his story mods with his permission, starting with More Precursors.
- The foundations for the Collector crisis are done, and I now need to write the crisis itself. I will be balancing the effects of the Nyblax Cube, though, so it won't be a win button.
Especially from a first play point of view where people really want to read the ecavation story.
However playing at at 0.75 hyper lane density, I've seen these systems become some chokeppont systems that negatively effect ai expansion. Given that the only major reason for the dig sites are the relics, and the player can fight for these relics just like any other. I personally feel this safeguard should be at least optinal.
Although I'm none the less impressed that you managed to code that in, I was convinced it was a but for a moment. Never seen anything like it.
Not really a major problem, but you should be aware of some possibly unintentional side effects.
I don't touch district sets so I don't see how this could happen.
I have a relatively lengthy mod list (no full overhauls, but GPM, PD and a few others), and by trial and error, removing this mod solved the issue that I was facing: Somehow this mod must touch industry building sets, as it removes the ability to build anything at all in any industry specialization district (mixed, alloy, CG ... and applies to normal planets, ecus and ringworlds). The buildings can still be built in urban expansion / city districts, but the building menu for industry specialization is just entirely empty, so if you build a forge ecu, those alloy districts don't get any supporting buildings)
Any help would be hugely appreciated, but please keep it simple. I'm 72 and not great with computer stuff...
It seems the dig site doesnt fully close in chapter 3
Note that the crisis path will be an additional option for those who have Nemesis and/or Cosmogenesis - the rest of the currently cut content will be there for everyone.
Looking forward to getting into it all.
Making your own story content is great for the game, integrating others' old content into your mod to keep them working is even more so. So I think I'll be throwing some point awards your way. Love stuff like this.
4.0 has killed the Original mod, game-breaking issues, had to remove it from my mod list.
While the dig sites have some fun lore, the relics and content surrounding them is the main part, game-changing in a very positive way. Important enough to actually go for when you can, super unique functionality, but nothing super op like infinity stones.
Some truly well-made content.
Not sure when you plan to add more content from the original mod, but it seems like forgotten empires is the last bastion keeping this forgotten mod's legacy alive.
-Edit-
The federation formation event is arguably a little painful though, it takes over the game more then it should.
Atho I love this Mod, I'll uninstall for now.
Did a 'File Verification' which I had to do with another mod for it to stop popups but this time that didn't work, also emptied 'Steam Cache' as that was mentioned as a optional 'fix' for that mod too.
Gonna try something else which is to be said could be the problem, report back once I checked that.
Does this with or without precursor selection mod.
Unsubbed and resubbed to check if that would fix it to no avail.
Fixed a couple of modifiers.
The Coprean Constitution event chain now spawns new systems instead of locating a potential site."
We are so back
https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=3498758968
https://steamcommunity.com/sharedfiles/filedetails/?id=3498553777
https://steamcommunity.com/sharedfiles/filedetails/?id=3039370479
My previous complain about this same rune not working was on a save that started before 4.0.15, where I got the rune, but there was no pop up to choose a type of leader you want to create.