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https://ufile.io/68cetqo1
Once downloaded extract the rar file to:
Steam\steamapps\workshop\content\606230
Overwrite the original files and the mod will no longer have this locking issue.
I just updated this mod to include a small storyline I wrote. It triggers when adding the traitcard Raven to your starting group (does not require any of the other traits). There should also be a custom event everytime you start a game with the children of the forest in your group.
Hope you enjoy and if not, you can always turn the module off in the editor ;)
Not going to reduce the long grow-up time because it makes them unique but maybe I can figure out a way to reduce their leveling speed; that would fit the general theme quite well.
As for the moddability of this game. I never modded anything before the Necromancy thing so I wouldn't know how this complexity compares to other games. It certainly took a lot more effort to 'decode' the database than to 'code' the custom content.
I don't agree with you on the event editor. At first sight it looks really bizar and user unfriendly but after you work out how the logic blocks work it it actually quite an efficient tool. To my experience, adding custom events goes A LOT faster than adding stuff to the DataBase.
I started out by trying to create custom events directly through the xml-files but that was well... a cathartic experience
As to the skill filters: these I will most certainly narrow down soon. To be honest, the current broad set up is just my crude way of playtesting. Just trow everything out there, see what you like and then cut away the rest. ;) I will probably keep a broad skill set on the rat though as it fits its character and I like it to have somewhat unpredictable and wierd abilities. The mnemonic Icon skill does work but the UI is just messed-up. It shows 0 shielding on the tooltip but it does grant a small amount everytime the rat is played on the BF. Bear will be nerfed damage-wise but I will keep its tanking values I think. The children I need to think about. I got them to lvl 10 consistently on my playthroughs but I don't mind them scaling into something strong.
Great! So basically just make a separate library for the mod descriptions. WIll definitely try this.
For example
[code]
<LOC_LIBRARY-EN_UNTAMED>
<Entry Key="DES_UNTAMED_ETC" Val="Your text"/>
</LOC_LIBRARY-EN_UNTAMED>
[/code]
Children: You should probably just take away their free luck stat. waaaaay to stronk. And their grow up time should probably be dragged down to 35-45 random cause it was easy too get them to Lvl 10+ before they grew up (didn't even need to abuse the advanced strategy of split group nomad farm). Otherwise reduce their walk speed to be inline with dwarves and leave the same growth counter.
In general, You don't need to do anything to encourage the nomad(no village) playstyle. Wanderer is already the most optimal way to play the game (even on hard) and building a village is actually a noob trap.
2/2
Enlightened Rat: It's base stats might be too high and should probably be brought in line with stat total of scavenger with some str + perception transferred into yellow and purp stats. Then it needs optional skill filter that includes swarm + yellow skill + purple skill and nothing else. Or no swarm possibility + bigger better stat line since caster without two-hands is actually a huge penalty. Swarm is essentially equivalent to +5 for stat for each round that combat lasts. its shield skill is currently gives 0.
Bear: good except it probably shouldn't be allowed to have swarm. It has the nearly has statline of a wolf and can still equip armor. Bear with Swarm can literally solo-Q the game up until you are ready to convert over to a caster (RB3+ or chainlit) and Inspire/hurry-up spam leshy farm. Add in a shield-healer and I was clearing red 4 challenges by day 7 with zero damage taken. Omega busted.
1/2
I gotta give you props for attempting to mod this game. I took one look at the data structure of the game and said 'LOL nope.' I thought modding stellaris was pretty annoying, but this games' data structures are horrendous. It made stellaris look pleasant. Poorly documented, DRY in all the wrong ways and wet in all the wrong ways. Just a giant clusterf*** of lol why did they even suggest this was moddable without writing tools to help visualize your data structure or help automate the generation of modder's xml?
Don't even get me started on the event system. I almost died laughing.
Also your skill group filters should only include 1-3 optional type skills unless you want the odds of seeing any particular one before level 10 to be very low. If you don't get it by level 10 you won't be able to rank it up past rank 2. Otherwise you need to go through and add all the crap generalist skills into the forbiddenType filter in order to increase the odds of seeing your optional type skills. (Theory: changing the minimumCount to 10 might automatically remove all of the generalist skills from the eligible skill pool, idk how it works though. Yay documentation)
I am slowly becoming satisfied with the way the skill set-up and different characters work in the current build. I will probably do some further fine-tuning and balancing in the coming weeks but I don't expect to do a great overhaul of what has already been added. I am happy to hear if you think some of the characters/skills are under- or overpowered right now.
As for the storyline etc. I have begone to write and add some custom events for this mod. Hopefully, they will provide some further dept to the characters, some new plot twists etc. I do not plan to meddle with the vanilla events but some of the custom events will be triggered by completing certain main quests (e.g. after you meet Zbigniev, a new custom event can trigger). Its a bit more work than I expected so don't expect a whole new story to be finished soon.
I
Anywho, just some ramblings. Hope you enjoy the mod in the meantime!