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Actually VPE changes vanilla psycasts almost completely and therefore i dont think Tribal Psycasts should be used there.
What features from TP would you like to see along with VPE? I'd probably can simplify Tribal Psycast mod and leave just few things in it like Drugs meditation bonuses or some tribal benefits for psycasters.
Makes sense. It doesn't seem to do it anymore after leaving the main menu so I've been ignoring it. I just *hate* having red in my logs.
<Operation Class="PatchOperationReplace">
<xpath>/Defs/ExpansionDef[defName="Royalty"]/backgroundPath</xpath>
<value>
<backgroundPath>UI/Menu/WorkBanner</backgroundPath>
</value>
</Operation>
Yeah I get that as well, was just going through my list to find out what mod it was and thought it might be this one after getting a ways through my list.
I wonder if it's a mod incompatibility, as I don't see anyone else mentioning it. Going to look into it some more, though I think it might be from Vanilla Textures Expanded, or the 3rd party add on for it to give other mods icons for their menus. Or maybe the author forgot to upload a texture with the mod and no ones noticed. Idk how many people check out their logs or whatever.
Could not load UnityEngine.Texture2D at UI/Menu/WorkBanner in any active mod or in base resources.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Anybody have any idea? As far as I can tell it's harmless, but it's highly annoying.
If you help the deserter he will open quest for some high-tech weapons instead of psy-link giver.
To add to the conversation about the current balance with having to take drugs to get focus, perhaps adding a config in the mod options menu in game to allow players to configure the buffs or debuffs to their own liking might not be a bad idea?
I honestly wouldn't mind having a setting that forces addiction or require heavy usage of psy related drugs to facilitate a massive boost focus gain (Perhaps something like +200%); would make the production and deployment of psycasters significantly more expensive, plus it would help balance tribal starts where you could, in theory, make everybody a psycaster given enough time.
Actually tea or ambrosia or smokeleaf are not that addictible, you can safely use them one per day as far i remember.
But you're right i think current setting is a bit harsh in developing psychic skills. Especially because you cant choose the time of drug taking and synch it with meditation time and have to do it manually.
I will think about increasing the focus output without drugs.
Actually this mod does not remove the psyfocus at all, it just leave this feature only for tribal people and pawns with rare "Medium" trait.
I love the idea of the Royals not being psychic, but I don't want to remove Meditation Focuses or eliminate the Neuro-Link stuff, etc., and so on. Really, all I wanted was a change to the Royals and Royal titles.
Is there a way to do that, or a way to split this Mod somehow?
not much of a problem but just would like you to know
Like the only good thing about getting titles is the Psycast, that way your noble would be atleast useful in combat, without it what makes a noble good?
I suggest lowering the price or cooldown for favours/requests.
Thank you for mention this.
With quick check :
Royalty Tweaks - Should be compatible with this mod.
Powerful Psycast AI - Also should be compatible, and recommended to use to have tribal raids more dangerous. I have to test this.
Build near anima trees - "tribal Psycast" also reduces anima tree build restriction range a bit. Depending of mod load order it will either reduced or disabled.
Factions should be safe to load but needs a test also.
Medieval royalty should be compatible also.
Please note this is just quick look of the changes mods adds. I will perform several test and update the description.
Currently please make a save backup and be ready for bugs.
You are not mentioning any compatibilities or incompatibilities. These are probably the most important to solve:
Royalty Tweaks
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2018384424
Powerful Psycast AI
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2026063610
Build Near Anima Trees
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2181797616
Faction to Empires (Continued)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2209170071
Medieval Royalty
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2027241838
As for gameplay i think titles gives enough bonuses to have one of your pawns titled, one mayor of village which can call for help and do other things.
In the same time you can have others be tribals with psylinks.
While writing I had an idea - what if the psy abilities were possible to gain by non-tribals in a form of a brain implant? This could somehow explain why tribal villages are raided/destroyed and everyone in them killed - the royalty is coming down to get the abilites from the tribals. The higher ranked royalty and their guard could show up with such implants, and you on the rimworld would have no technology (as the empire) to craft these yourself so it would be a nice risk/reward that gets you the best of both world and would make for interesting gameplay. Worth considering?
If you think that magic, that was bestowed into your people as reward for saving semeone from guinea pig you can just skip this mod.
Also i didnt add the anima tree, it was already there with it's magic.
I think this is interesting, tribals have always been shit to play because higher tech will win every time. I may try this on my next run.
Nice going my man. Don't forget to fix the starvation crisis in the third world by making a gigantic pyre and burning tons of food while the kids watch.