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I had to remove rituals that werent even part of the ones they mentioned because of the 15 rituals limitation.
I hope that the mod devs are watching this and allow a way to bypass this as well, or a button to revert the hidden rituals back, since most people will inevitably come here, see Jolli's fix and sadly see the results of it later on.
1. Options > General
2. Enable Development Mode
3. Go to ideology screen
4. In top right enable both DEV: Show all, DEV: Edit mode
5. Scroll to rituals
6. Click on each of the "Advance To" rituals (e.g. Advance to Medieval) and select remove. Do this for ALL of them.
6b. You can skip this step. If you want to see if it has worked, exit ideology screen, click a "Gathering Spot" object, you should now see all the gizmos except for "Advance to" gizmo. Make sure you return to the Ideology screen.
7. Click "Add Ritual" in the same rituals section
8. Add all of the "Advance to" rituals back in
9. Exit ideology screen and go to a gathering spot object, you should now see all gizmos, including the "Advance to" gizmo.
I don't know the bug cause, only it happens after reforming an ideology.
I'm not a coder, so I can't troubleshoot if this doesn't work for you. Good luck!
I just spend 4 hours trying to figure out why I didn't have that option. hopefully this helps someone else.
Tribals itself is behaving as it should but something is messing up your techlevel.
Check your techtree and see if there are any finished that shouldnt be
and if any research or techtraversal mod might be hocking into that.
As in the higher technologies are no longer more expensive.
I hate that. Can we have a cornerstone for the ritual without the advancement in techlevel?
organize pawn lost control. can not do anything
Cerulean or whatever its called.
Its how you survive long enough to unlock the next one.
In 1.4 i played a campaign with 20 times faster aging
and 20 times slower research.
It was amazing, mainly because research wasnt just a given.
Spending several pawnlifes worth of labor on a single tech
meant that each needed to be carefuly considered.
I have changed the research cost on the file from 50-70
to 100 and 150 respectively.
Yet it does nothing ingame.
I cannot find anything that would patch this.
I checked every mod that could even theoreticaly do so
and the tribals DLL file has no indication of technology being
generated in code. What gives?
It does not seem possible to do that by changing the XML.
Also: It would appear that the research points allocated for the ritual
are not scaled to the storyteller tech speed. Is that correct?
Because if so im going to increase the cost of the basic technologies a bit.
It doesn't seem to improve the chances for the ritual and instead tends to set my pawns on fire, even if the fire and the surrounding tiles are all stone. Seems more like a death trap for a random pawn that is using it as recreation (It has happened once already). Supposedly it attracts more wild men and raiders but if it costs me constant burn wounds I'd rather keep my own pawns alive and not on fire instead. Am I just using it wrong? its cool so I'd like to use it.
I'm stuck in the animal research unless I complete all of the anomaly research. It would be cool if somebody could recommend a mod that 'skips' research-checks, or some other workaround please.
I'm guessing that's not it though, because if it was just the gatherings giving that requirement, then it probably wouldn't require Ideology.