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Thanks for the mod btw. Really does a lot for underground options when it works!
As for it being targetable on full bedrock provinces, it's an unfortunate implementation detail. There is a note in red text in the spell's description, but I understand it can be missed and the gold lost, sorry for that.
Now, it no longer terraforms anything underground. When you mouse over bedrock tiles, it shows some as being Valid for terraforming, just like it used to. But when you actually terraform them, it just takes your gold, claims you can build on it, yet the Bedrock remains. You can't enter into it with any units to actually build anything.
Can you look into this? I tried to find Mod conflicts on my end, and couldn't find any. I tried re-subbing, tried manually deleting and reloading, and still got the same results.
Being able to build underground by removing tons of useless Bedrock features was great, and i really miss it...
HOWEVER.
After getting confirmation that it SHOULD work, I decided to be more thorough, tracked down and deleted the mod folder manually, THEN resubbed again.
And that did it. So if anyone's having the same problem, try this method, it might fix it!
Btw, it only works on land tunnel provinces - waterways can't really be terraformed this way as their central hex is often blocked.
Do you intent to report the local modifiers bug to Triumph?
@CreeperDelta this *should* be possible, as the game map is divided under the hood into groups of provinces called "regions". Not really in my realm of interest, though, and I don't have time lately to take on another project
An update would indeeed be appreciated, if possible.
This was SUCH a great, and utterly unique. mod.
Anyone out there able to update it?
Guess we shouldn't be surprised this happened, given adding the Umbral layer changed how the Underground works.
Any chance of an update, Badokk?
@LvrNtAFightr unfortunately UI modding possibilities are very limited, we can't do stuff like adding bindable functionalities (in this case it would need to be a sort of a macro, to cast the "control" spell). Currently the best ways to implement non-standard behaviour is to use spells or city operations to trigger scripts.
1. Save the game and close it
2. Load the save without Utilities mod , save and close it
3. Load the save with Utilities .
The configuration event should show up at the start of your next turn (it's set up to show up exactly once, but disabling the mod messes that flag up). All other settings should persist as they were, though care must be taken, best prepare a backup save - all pins will be cleared from map and if you're using income modifiers, they may get a bit messed up (e.g. apply twice) so it may take some fiddling with the settings.
@Frienby thanks for pointing out the "choose it twice" issue, there might be something wrong with the default settings. I'll fix that up soon-ish.
I reckon it's not as well known due to the naming. If it had been named "Map Pins" or "Map Markers", it would probably get a lot more attention but the name is kinda vague so ppl probably skip it.
local income modifier affects only the player
Am I correct?
Ping me on the official discord's modding section if you'd like instructions on how to make such a mod, it'll be pretty easy. https://discord.com/channels/947815229495078964/1102682867663900732