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Do you remember how you managed that? I've tried re-compiling recoloured builds with GLTools, but they always turn out broken.
Thank you for your time!
(p.s. if you haven't seen it, I've made a new discussion with some ideas.)
Having your relationship with a faction matters more is definitely on the agenda. I need to come up with different ways they matter, though, and coming up with the idea and implementing them into the mod will definitely take some time.
Then I have another one: is it possible to make it so that if you have a good relationship with any faction (or when you make an alliance with a faction), they would start helping the player in some way. For example, the Admiralty would protect the player from attacks in random meetings with their guards (like they come to the rescue if they are called) and support in negotiations (if there are their people nearby, of course). And the Jakes would lower the prices of some goods and would send useful items at the beginning of the day. It just seemed to me that when you make an alliance with a faction, it practically does not help in any way, except for additional support points.
You are a presidential candidate: choose the best rules for your support, avoid death/humiliation from opponents, hire advisers and a bodyguard. And also make propaganda posters, debate, get a sponsor, etc.
Creates a real feeling that you are an important person. I really enjoyed the mod, I would like to see more updates!
I will see what I can do. Although I might not immediately update the main branch for this exploit until the next major update, because I am currently working on it.
If you decline a job and go to the map you will have an option of doing the job (you declined) without progressing time...
If you try to do the same job again, it will just return the dialog back to buying/removing cards, picking jobs etc...
With this bug you could complete 3 (declined) jobs and softlock your game or you could complete 2 (declined) jobs and agree to complete 1 normal job. Thus increasing your support above what would usually be possible.
Hope this helps, this mod is epic and I wait with great expectations to see its ending!
The main branch usually takes a while to update, and it will be a lot more stable, with a lot more features each time. If you are interested, you can join the discord server linked in the description, and it will have a link to an experimental version of the mod, which updates a lot more frequently, but is less stable and subject to more balance changes.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2503106782
Let me know if it works so I can push the changes to the main branch.
It should be fixed now. Let me know if you still have problems.
If after the update on steam workshop, you would like to access an old version, check out the release tags under the github page (https://github.com/RageLeague/DemocraticRace/tags) .
Actually, if you can use github, you can go to https://github.com/RageLeague/DemocraticRace and submit a pull request there.
It would be great if you can somehow reproduce the bug.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2402202308
If this is intentional, then a red text stating "This will consume all your remaining free time" should be added when hovering over the jobs option in the advisor conversation so that people know to do that last.
Of course, going to the Jakes to tell them if they support her she'll make them the only legal transport in and out of the Bogs cost her more than she expected. Who knew the Havarians could and would pay attention to the butterfly effect when more civilized worlds can be won by the politician who claimed 2+2=C? The Barons hate her because it'll ruin their profit margin, the Rise because if the Barons are hurting they'll be sure to pass the pain down, the Cult because the price they're paying for relics is sure to go up...