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Also, when doing the Bestowing Magic ritual, it says no moral guide is present, when the moral guide is clearly present.
https://gist.github.com/e4f4c9dcadf731e107da51d387ffe7d9
Also my necromancer seems to hate his undead because of their faith even though it is changed to his own.
My necromancer is my only living colonist so another bug I ran into is a role because active because all my undead have the same ideo but becomes inactive when my number of pawns change. An example is when an undead loses an appendage and begins to bleed to death. A bug I presume. My workaround is to dismiss undead then reanimate them. This usually effects the roles and has the chance of converting my necro's ideo. The active status of the roles seems to remedy itself when a save is loaded.
I'm new to this game and not sure where to get those logs if they are needed. Also is there anyway to donate without paypal?
the arcane path ritual doesn't seem to really work, or at least not well.
If i am not mistaken, it isn't just any inspiration that is needed,
it is a specific inspiration, an "inspiration to do magic", or something like that.
(i don't know how it's called ingame)
The main problem is that it seems impossible to get this specific inspiration.
Maybe you could get it with a bard's inspire ability;
because simply waiting for it to happen, by good mood/chance, is just silly.
Even with the inspire spell from bard, i think it gives a random inspiration,
so you'd essentially still have to wait an eternity for it.. (if you get it at all..)
I would personally prefer it if this inspiration requirement for the ritual is removed,
or made optional in the mod settings, or perhaps replaced with another requirement;
for example needing an (unfinished) magic tome, or some gem that you can craft.
If it isn't already the case; (i dont know since i cant test the ritual..)
make it so that this ritual allows you to choose which class you become,
instead of granting a random class: this could make the ritual give the advantage
of choosing the class, while still having the same resource requirement as usual.
(instead of simply making the entire process "free")
As it is right now, the arcane path ritual seems kinda pointless,
since it requires more effort/time, than simply scribing/buying a tome, and reading it..
You already need the meme for the ritual, (and memes are very limited..)
it grants an advantages in both training and having mages in your base;
BUT having this inspiration requirement for the ritual (partially) undoes this advantage..
The bestowing ritual does seem to work properly for me btw.
1) If you start the game with Transcendent as the first meme in a fluid ideology, the role is properly added along with the "Leader" and "Morale Guide" roles. This shows the game is not considering it to be one of those roles types.
2) If you start with a custom ideology, as long as Transcendent is one of the chosen memes, the role is properly added along with all the other roles (Leader, Morale Guide, and specialists from other chosen memes). It will be there even if 2 other specialist roles are present. Since the game caps specialist roles at 2 max, this shows the game doesn't consider Void-Seeker to be a specialist role.
3) Once in game, if you add Transcendent into an ideology during a reform process, no option is available to add in the Void-Seeker role. Adding any other ideology gives you the option to add any specialist roles unlocked by it.
Void-seeker is an anomaly, because it doesn't seem to be considered any of the 3 role types. I note that none of the Specialist Roles, from any meme, play a part in rituals. That mechanic is handled by the "Leader" and "Morale Guide" roles. Yet void seeker does play a part in Transcendent rituals, even though it's not a "Leader" or "Morale Guide". I'm clueless when it comes to modding, but could this play any part in any of the other issues folks have been reporting with rituals not working/complaining about "Morale Guide" not being present?
Anyway though, the problem is not being able to add the role to the ideology itself during the reform process. If that gets fixed, we'd likely be able to assign the role to pawns in game just fine.
(edit: formatting adjustments)
Tthe Ideology folder inside this mods folder structure is only there to help me organize files I've used related to ideology, the game doesn't care what the name of a mod's folders are.