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As you can imagine, this is a bit of a problem.
That said, I am experiencing consistent savegame failure. After about 10 rounds, without telling me, the game will refuse to autosave and manual saves will no longer work.
I've checked my small modlist but everything should be compatible with each other and ELCP.
I tried loading it both before and after FF. in both cases settlers maintained their default MP on the first turn
the cause of the problem may be that FF mod splits initial single starting army into 3 smaller armies
@Vvv - your loss; the mod works
+ Random crashing and freezing
+ Only having access to three exclusive heroes instead of the market's normal 10.
+ Same problem as Kreuz287 where I couldn't teleport with Vaulter custom trait-- made a custom vaulter faction with nothing changed but Make Trade Not War and the +15 Glassteel at start trait to ensure I could test it quickly.
You start a game with that custom faction but still can't build a new city? Or just you can't build settlers?
-I was unable to reproduce the hero trait deselection dug, can you give me an exact to do list to reproduce the bug?
@kreuz287
-Didn't have the bug on my side strangely, can you give me a few mode info? Like the list of trait of your custom faction?
@Figaround
-Do you have all DLC? Other active mods?
@Elevv
-Do you use ELCP community patch?
(That old random bug is hard for me to pinpoint... -.-)
@Alon
-Don't have the bug on my side, can you make a screenshot? oO
Custom faction?
Used Vaulter original faction and then added all the extra traits to form my customized Vaulter race. When I play the game, the "Teleportation" is no longer available. When I removed your Mod and play the original Vaulter faction, the Teleportation becomes available. Therefore, I believe there might be an issue with this Mod.
> => Already there in vanilla game without the mod ;p
Sorry mate, didn't intend to sound like nitpicking your work which is great and I'm glad you made it available here.
=> Already there in vanilla game without the mod ;p
- Also there is something that causes the HERO/ECLYPSE POWER to be automatically deselected while editing the race. It seems to be triggered by removing any trait already added to the custom race, be it a newly added custom trait or a base default trait.
=> I'll take a look
- Creating an Allayi custom race and adding Cellulose Mutation from the Economy tab cause the Allayi cities to be able to build Boroughs instead of relying only on Garth of the Allayi as mean to create and increase city districts.
I don't know if it is intentional, and I'm trying more combinations with other traits to see if this phenomenon happens again with different traits.
- Also there is something that causes the HERO/ECLYPSE POWER to be automatically deselected while editing the race. It seems to be triggered by removing any trait already added to the custom race, be it a newly added custom trait or a base default trait.
This automatic deselection happens at least with Allayi affinity race and their Call of Auriga trait. I still havent tried with other races.
Thanks for your work.
Is the option only missing with the custom vaulter?
What did you customise?
When creating a custom faction, negative traits consume faction points, while positive traits - add. That is, the essence of the fraction points is perverted by multiplying by -1.
In the game itself, a colonist from the nomadic clans, an outsider hero (it seems to be from the Sisters of Mercy) and 2 units of furious magicians).
And what's worse, in the city it's impossible to appoint a citizen to get food or progress - these columns are gray, a citizen simply does not move there.
If not => All DLCs on?
Cheers bud!
I must have missed it. I just noticed that Morgawr on your AI attributes has a Quirk that says likes a navy.