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https://steamcommunity.com/sharedfiles/filedetails/?id=2714086775
on the 26. Aug at 20:02 you said:
"Depends on if you want the tweaks or not. The fixes are included in the unofficial patch, but the tweaks are not. The mod should work fine with the unofficial patch though, if you want to use them both."
Which unofficial patch do you mean?
I have another question. Is it also possible that in the slave camps, a slave might end up staying in their prison cell and not be sent out to work if there are too many slaves in the camp?
I will test it out later, but i just wanted to ask you. :)
And no, I did not touch item prices. But if you're talking about the Fog Prince Head I would bet that's happening as a result of the fogman raid fix, which will cause items from them to be treated as stolen. Unfortunately no way to avoid that and have the raids work normally, not without introducing exploits that would allow players to drastically increase their profits from the heads.
Hey @Shidan,
did you also change the prices for a "Hive Prince" head or for other items? The price changes are not listed in your tweak list. Are there any other things not included in the list? If there are any other changes, could you please add them? :)
Unless you're allied with them, they have no business with you.
Plus mod changes UC lelations with Tech Hunters, to avoid slaughters in towns as you know Tech Hunters has stores in UC towns - they're friends now.
Noticed that hivers with prostetics never repair themselves and it makes them much weaker compared to "non prostetics" ones. Basically a Soldier Hiver with prostetics goes useless after fight or two (cheap prostetics get destroyed).
Sounds a bit odd.
This dates back to a really old version of the game, where the only way to identify a shop was by its shopkeeper, so they were named after their shop.
Today Started a new game (Holy Citizen) and noticed that General Shop shopkeeper's name is General Trade (or etc). I swear I see this first time.
Regardless, it has been removed from the mod now. Thanks for the heads up! :)
https://imgur.com/a/nPHCjSD
As for pathfinding issues, not a ton I can do there. Moving buildings is highly incompatible with other mods, so I don't really want to mess with it much unless it's something super small like the turrets I did before.
Is this how it should be ?
And I looked at the law enforcer dialogs, and noticed that there was one with a "chase forever" effect in it, despite being for lesser bounties, and no other bounty spotted dialog having that including even for higher bounties. Removed that effect, so they should be equally persistent no matter the bounty.
I hate then police chief runs out of city miles away to catch some skimmer and etc and usually never comes back.
UWE has system like that for guards.
Thats why I tend to spend minimum time in there.
Once I had a base in there and like in a week ~10 guards was stuck. And it doesn't help against Reavers and Pirates constantly attacks.
And yes that mod should still work fine, the game has not changed significantly since 2018 (the 1.0 release), so it's only mods older than that you really need to be wary of not working on current versions.
Just last update in 2018 makes me a bit worried.
@JimmyJ - Those fixes are not included in this mod, due to some compatibility issues I wanted to avoid. I didn't want to make this mod incompatible with large overhauls that happen to edit those locations by adding them in.