Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
я их убрал конечно из мода вроде как
но на всякий случай отключать лучше, если есть такая настройка
Votann leagues are already made, but in the version that is uploaded to the workshop, Votann leagues are not there yet.
When we finish the new version, new communities will be added, for example, the Severan dominat.
We will also post further news on boosty, where people can also support us financially.
The story with the Space Marines is that they disappointed me, I added them for specific purposes and tasks, I wanted them to fight independently and expand the territory of the Imperium, but they just attach their fleet to the fleet of the allies and that's it. Unfortunately, each faction in the game reduces productivity, so in the next update I plan to remove the entire Space Marine except for the Ultramar Realms and the Templar Crusade to the ghoul stars, which were lost to the imperium in our fashion. Perhaps in the future I will try to redesign the space marines so that they look like enclaves on space stations, but I already have a lot of plans and tasks for working with the mod, so I'm not sure if I'll get there myself. Even with all the simplifications, we have too much work for two people.
Therefore, the answer is rather that at the moment there will be no Space Marines at all in the next update, with the exception of those two.
I hope for your understanding.
First of all, this mod is amazing, seriously, thank you for all your hard work!
Just a quick question tho - I couldn't notice Iron Hands (10th chapter) and their homeword Medusa are non-existent on the map.
Does that have any particular reason?
Is there a chance/plan they could be added as well?
Thanks in advance!
Do you have all dlcs that are listed as necessary?
Do you have other mods enabled?
Well, even if it's possible for you to repel a fleet attack in 14K, 4 years from the start of the game.
it's still a task that I can't adapt into the main mod, or your state will appear literally anywhere, right up to Terra itself, it's problem impossible to solve.
but if this option suits you, then you can simply increase the maximum number of states in the map file by 1, and play at the expense of your state, but I can't integrate this into the mod, because otherwise there will be a lot of comments about why some xenos spawn in a random place, unfortunately many do not they will understand the reasons for this problem and that they just had to play with the vanilla number of states, not plus 1.
It is impossible to add this to the mod, and you will not have a chance to survive against the imperium at the start.
But you can choose one of the xenos states, which are at the very end of the list of countries, and independently change everything except the flag (not the graphic one, another flag, you will understand in the code).
And essentially start playing for them, thanks to this you will have technologies that will allow you to survive.
I have not played with these mods and do not know anything about them at all, I advise you to try to launch and share a comment here about whether it works, your comment may be useful to someone.
Also join the discussion on Tyranids if you're interested in them.
I had to spend two and a half hours stupidly moving lines of code to a new file, this change is of no use, instead of one file, now two are needed, an outright sabotage for all modders.
But the problem with the appearance of countries is fixed, you can play.
We may have been able to identify and fix an error related to the ships.
Okay, thanks for the reply, I got the information I needed from it. It is better not to use the old versions of the mod. I handed it over to another developer who is currently working on the mod, while I'm busy, he will try to figure out why the bug with the ships remained. Thank you really for reporting this, I would not have known that this problem remained relevant.
Thanks for your quick reply.
I have the same problems even when running just M41 with no other mods.
I am missing some of the race DLCs so that would explain the missing factions.
As for the inability to build ships i do think i have the most updated mod. Is this good or bad? Should i use an older version? Im not sure how to change that.
What do you mean the different states of the Mechanicus? There are multiple Mechanicus factions if that is what you mean yes,
in any case, when we finish the mod, another developer will release a version with an even smaller number of necessary dls.
In July, I will be able to untie a few more dlcs from the mod, if you want to help with this, then perhaps in the future I will create a section in the discussions where people can find mods with which I will replace some of the DLCs.
The fact that you can't build ships other than Titans is a bug that has arisen due to the new version, it's the same with the biological ships of the Imperium, it's still the same bug.
This is very strange, I updated the ships and uploaded the already fixed file to the mod, but apparently I need to double-check it.
Do you have the latest version of the mod (this can be understood from the different states of the Mechanicus)?
Fractions may not appear if you do not have any of the specified dls on the mod page, or because other mods are enabled.
Can you check the availability of all the specified dls and the absence of other included mods?
Why can I not build any ships except Titans?
Why is all the ship equipment only the bio variety for Imperium?
Why is the map faction minimum 75? I only have 55 of the 75 races so i end up getting 20 random factions spawning. Even just running this mod and nothing else i dont get 75 factions.
Recently, I have already untethered about a third of the dlc from the mod. But I can't completely untie the mod from the DLC, it will then turn out to be a real nonsense and circus, where all the races of the galaxy will live together in the Imperium, and there won't be federations without DLC either, as it seems it will be impossible to do necrons without DLC. I can't understand at all how you can play stellaris without dlc, it's so empty without them that I would quit this game.
But even with all this, I have reduced the mod's dependence on dlc and will continue to do so, but I will not completely abandon dlc. It's also worth noting that since I unlinked a lot of DLCs from the mod, there haven't been many comments yet, people just haven't noticed it yet.
Yes, there is a localization folder, you can make your own Chinese version by analogy with other mods by examining their files.
The mod has only English and Russian localization. Unfortunately, I have too little knowledge for other languages, but in the future, when we finish the mod and just keep it up-to-date, then different people may well do localization for any languages, and we will integrate this into the mod.
No, expansion subscribtion is not need
It was my mistake when filling it out
Do I have to download any other mod to play as the Imperium? I can only see the Tau and Necrons as starting factions. The same goes for my buddy. We only downloaded this mod and none of the credited ones...
Thank you for such nice words, I really hope for an adequate perception and attitude.