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Furthermore, I'd like to create connections that still require swimming even when the provinces on both sides are “cold” for islands near the coast (be it winter, or the dominions of local nations), but we hadn't found a solution to do this.
- because in MA and LA there is only one nation,
- because of where put the eastern boundary, here it's make sense for non-indians explorations and deplacements, to try to recreate persian and macedonian empires,
- and because for entirely India (and so larger UW indian ocean) there's absolutely not enough nations, even with present modnations.
What's more, having alternatives nations for a same area opens up the possibility of choice and a different gaming experience (and it's always possible to select disable starter nations).
What do you think ?
I've just add two sentences to explain this. I'm not sure to understand your suggestion.
I know and understand this difficulty and problems for players who want choose to put random nations. I think it's not possible to write in file code which nations must mutually exclude if one choose "random nation" in game parameters.
For each nation, I must choose between assign a starter, or not. I've put a starter when I think one would prefer to play (or have) this nation at a good emplacement, or relatively pertinent or near.
I also try to have at least one vanilla nation for each region for players who have any modnations. All nordic nations, and Machaka, which are outside the boundaries of the map but not very far, are in this case. If I didn't do that, they'd appear anywhere. I've also add some "good start" feature in some provinces for no-assign modnation and vanilla nation (such as Mictlan, Yomi, Shinuyama, Jomon and Nazca).
What I can do is give the option of choosing to add a game-generated cave dimension, and indicate on the map "gateways" to game-generated caves in places where I was already planning to put connections to one of the dimensions that may be related (but the locations won't be complete just yet).
However, I haven't yet tested whether it works. So I don't know if the game would then put gateways exactly where I indicate to put them, if it will add some (as it does for terrains if there are too many plains, which isn't the case here, but I'll add many terrains lacked on this map), or if it's just the priority locations and that according to the type of caves choosen by the player, some will be don't put.
I plan to add up to 6 additional extra planes, and maybe a 7th in the version with north-west extend (each will of course be much smaller than the main plane), for caverns and mythological dimensions, some of which will be composed of cave terrains, and perhaps (if possible and if it's pertinent/interessant/useful) some will have special terrains. But that won't be for a long time, probably several months.
The idea was to put in this mod both versions, on one side with the other dimensions, and on other side the present version with only the "historical" terrestrial "human" dimension.
Re starting nations, I suggest updating instructions to make it clear you have to choose 1 and only 1 nation for each region as that is not currently obvious.
(If I was doing it I would also give each start position a number, and then list the exclusive options for each.)
Also, starting a new game requiring opening multiple windows to carefully select from an extended list of specific nations is a bit of a pain.
Good luck - hope you are enjoying it!