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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2645023261
Hope it helps anyone!
But I don't know anything about (re)uploading mods whatsoever. OP?
They had psychic shock lances, shield belts, and flak pants for trade, but all of the other weapons and apparel were medieval tech.
When I attacked their camp, it was a typical military outpost with solar panels, sandbags and a shuttle, but no turrets.
All of the Empire pawns were wearing Medieval faction clothing, and there were no psycasters.
In the description of the Vanilla Factions Expanded Medieval mod, it says that the medieval storyteller forbids the appearance of items that are higher than the middle ages.
I see no point in using DLC Royality if the game does not have psi forces. Ranks of nobility by themselves bring almost nothing interesting to the game.
the thing is, every single object, item, and tech will still be in the game so you'll run into raiders who have higher than medieval weapon and apparel as well as in quests.
the thing for me is the research as well, rimhammer simply deletes all of it so you don't even see it which helps a lot
I have now installed Rimhammer With Guns. I think the compatibility is good. The necessary items for psi forces the Character Editor allows you to get. (An ordinary Rimhammer would not allow this.)
If I use a medieval storyteller and additionally install only medieval and ancient factions, then everything should provide a medieval game. (I'm going to try it.)
if this mod is used together with a mod that deletes all content past the medieval era(medieval times or rimhammer), then there will be no psychic powers unless there is a mod that makes them medieval tech
Will not have psychic powers when playing with this mod?
Or will they not be if this mod is used together with Rimhammer?
not really, it was more a all of the faction mods that don't modify this def
after digging a little bit around i dont believe your mod has anything to do with it but who knows.
@Meskita @Transflux Thanks guys for digging around. I'll update this as soon as i find the time. As for Any Faction Empire mod, if that's what you're referring to, it's extremely buggy, even pre-1.2.
I understand that some players find mod order hard to figure out.
My tips are; read descriptions for mods. Some state load order there. (sorry i haven't done that here)
Many mods now use the built in mod order, notifying you if you have it wrong.
Third, use common sense. Ask yourself, what does this mod change/add and how does that relate to other mods in my list? Mods like this that patches vanilla or other mod definitions are meant to be as low in your list as possible.
From what I see, it's a faction scenario thing, where you spawn AS a faction, which is bugged, factionless scenarios should be fine (crashlanded was normal)
Not sure if it is this mod specifcally that isnt updated properly or not but I have seen it repeated multiple times that factions mods are the ones causing that specific issue.
just started a world with crashlanded scenario and the empire relations are at 0 instead of -100 perma hostile
I think this need to get out there, any place to spread the word?
the other time I tested is in my current run where I'm playing as the Colonial Marines from the AlienVSPredators faction
the thing is, I'm pretty certain I saw normal relations with the same modpack but maybe, in a different factionless start.
I don't think this is related to this mod anymore
I'm getting this -100 relations bug in another modpack as well so it might be something in the modlist or the modlist itself... there are a couple not updated mods in there but I don't really know where to ask, glad you brought that up