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Cheers
Making new tactical combat environments.... would have been a really, really extreme effort. I mean, I made custom tactical maps when even the developers said it might be impossible.
If you want to help this and make it more immersive, im all in ! we should talk more directly tho, discord, or steam chat, or something?
I might ask, considering how long it might been. Have you been able to replace the evironmental set for the tactical combat maps? Altering the light, shadow, sky, fog etc.
I would be interested to get an orange/brown feel for the autumm combat maps and purple dark for shadow realm. I know how to add new .env files with custom setting.
https://steamcommunity.com/sharedfiles/filedetails/?id=1627089864
and i got only tigers (and one time a boar) when taking farms. also it seemed to me that all other rewards were pretty much generic and the same as vanilla.
just 30 min ago i did some test by deactivating some mods to see when structure reward variety would give me something else than a tiger and a boar on farms (i ll use farms as a reference as it is easy to tell if its vanilla reawrds or not.)
and it appeared that i got something else (it was a polar bear. which is one of the new units structure reward variety gives when getting farms) when i deactivated all decodence mods.
only when i deactivate all decodence mods do i get my polar bear as a reward for taking a farm with structure reward variety. (otherwise i got only tigers or boars)
ATM the mod is completely on hold due to IRL problems.
Oh yeah, well, I made a new layer in the editor. Beside Surface and Underground you now got Shadow Realm again.
Note that at the moment, race preferences and bonuses are not fully implemented for the new terrains, though much of it SHOULD work similar to vanilla terrains - Autumn <=> Temperate Arctic <=> Tundra Shadow Realm <=> Blight
There seems to be no way to give new terrains any regular bias in RMG, it seems to always be 100%, so if you don't set everything else to 100% too then the new terrains will be overly present.
The shrine of the dreadnaught god was never finished, instead, I made the dreadnaught workshop / factory visit structure ^^
As for the scarlet shrine issues.... I am afraid I am a little confused, since it happens only 50% of the time oO if it was a real bug it should always happen, also, the scarlet shrine in the data files should not show up at all, hum..... I must look into this.
Should be sufficient and great if it can be updated :) Sorry for the amount of thread bumping ^ ^
For the haunted inn it's really something odd. When downloading it again it can show a 2nd broken model 50% of the times.
And no other mod is loaded except decodence.
magically fixed itself?
I say this 'cause my mod has been around for a few years, but this bug has not happened before x_x
It is true, two "visit sites" / "treasure sites" are/were initially a copy paste of the Shrine of the Scarlet Destroyer, that would be the "Wicked Flames of Grauth" and "Monument of the Ashen Rose". But they should not show up as copies oO
Can you post screenshots, or any hints so that I can reproduce (and fix) the error? ^^
Cheers. //Refineus
More info on the Steam forum: https://steamcommunity.com/app/226840/discussions/0/1680315447978004673/
Happy voting :D
It could be only Tibbles can upload/edit the patch in this case, as it may need to be based on the unpacked, source material of Racial Heritage. I'll keep it in mind!
Please don't worry, the Shadow Layer I added is only an optional feature for those who actually add that layer in the Editor. It is NOT present by default. Just like "Underground" is not present by default either unless you click the option.
So, the Shadow Layer is always there in all random maps? Meaning these maps use more memory than the usual, because of this added area? Is it not possible to have it as optional, because for everyone playing random maps, the Shadow layer is more a liability than a benefit (memory usage and general slowdown).
Yes, it's that silly. While at a point, everything was set up completely on my PC's version of the mod at a point, it failed when eventually it was impossible to make the button to enable it.
Also, did you try setting the Editor quality settings to Low first? Despite having been improved, that's still a thing for large maps to prevent crashes.
I've kinda went out of my way stuffing my maps and digging out old maps of mine to try reproduce your error, but all I can reach is the "Out of Memory" one, which is and has always been an issue of the game, just happens faster when you use mods.
Don't abandon your map just yet o_o Can you upload it somewhere so I can check how it behaves for me?
If problem cant be solve, then I guess I will just have to remake those damn thing again.
I've loaded up all my old maps to take a look just to be sure again. Are you certain it is caused by my mod? If so, I am afraid that kind of error will require help by the devs, at least as long as we don't know what exactly causes it.