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The only part where that makes sense is the factions. You can do that by removing the low-tech factions in the vanilla world creation screen, no need for this mod.
Yes, as I said, the Factions section in the Overrides tab controls at which levels the faction themselves can appear. This does not affect their equipment/weapons/armor and such. That is still controlled by the overall world tech level.
I set the Waster Pirates, Yttakin Pirates, and Rough Pigskin as neolithic. But when I try to manually dev a raid. They show up as a medieval faction. Soo instead of having tribal apparels (e.g tribal mask). They have medieval armors.
What do you mean by "set it up as neolithic"?
What do you mean by that?
I assume you mean the "Factions" section in the overrides tab? This controls at which levels the faction themselves can appear. This does not affect their equipment/weapons/armor and such. That is still controlled by the overall world tech level.
But whenever I try change it into neolithic, the system forces them to generate as medieval. Soo they appear with medieval tech weapons/armors.
Is that a bug/glitch that forces the system to change them from neolithic -> medieval? if so please fix.
There is no automatic progression, only global tech level that you can manually change.
Does this mod have a Civ-like tech progression for all colonies or is it just a way to toggle tech limit manually at any point?
Not currently, but thanks for the suggestion, I'll add an option for that in the next update.
If you want to report an issue, make a proper bug report in the Bug Reports section and include your log file.
when i click the generate button the window flashes for a milisecond and then nothing happens?
Use this button https://imgur.com/a/idW6ldK
The "Creatures" filter currently only applies to trader stock. There is no filtering for animals spawning on the map, however this is planned for a future update. For now you need to rely on other mods for that.
Factions will never advace past their natural tech level. For example, medieval factions will not start using guns when you increase the WTL in an ongoing game. Only Industrial+ factions will.
Yes, events/incidents from the new tech level will start happening when you change WTL in an ongoing game.
I try to create compatibility patches for other mods as best I can, but rely on players reporting it when they are needed. So thanks for letting me know about the VE Insects event, I'll add a patch for it in the next update.
Thanks for reporting, I'll try to create a compatibility patch in a future update.
The filter for individual buildings only applies to trader stock. Walls and doors are never sold by traders anyway, therefore they are not shown in the "Overrides" section. Buildings on the map are handled separately, and filtered only based on the material they are made of.
They definitely do patch other mods since so far I seen about 7 other mod patches to ensure compatibility with them. If you switch to a higher tech level than it will unlock that tech level and everything should have access to it now and such I believe
I start as Animal (pre-Neolithic) as part of that scenario, and the world is Neolithic when I pick a tile to settle on. Yet as I load into the tile:
1) The random pets that get given to me are from a variety of eras past Neolithic
2) Animals on the map are from a variety of eras past Neolithic
I thought there could be a conflict with "Choose Wild Animal Spawns", but I removed that and no change. No errors of note in the log either.
Is this potentially another conflict somewhere, or am I just not understanding this mod and its config correctly?
As it is, I started at medieval level. I have tribals, neanderthals, clans (VE), kingdoms (VE Medieval 2), Empire (Also VE Empire). Every single one has been locked to medieval tech, including the empire.
If I adjust to industrial level since I'm starting to research industrial tech then I would assume Empire starts getting guns. But will the others as well? Will the clans and kingdoms start carrying guns?
also will it mean higher tech events start happening like toxic fallout?
Yes, it can be changed in the "Planet" tab on the world map: https://imgur.com/a/idW6ldK
Only things generated after that point will be affected by the new setting."
1. Is it possible to set walls and doors to different era's ? because i cannot set it in the settings.
2. When i try to set building to later era they still stay in Neolithic era, what can i do ?
Thanks for the suggestion, added to the list of planned features.
No problem
Yes, the toxic fallout incident is disabled at the Medieval level. For future reference: You can check which incidents, quests and other things are disabled at which levels by looking in the "Overrides" tab in the mod settings.
Regarding VEE, yes content from mods is filtered on a best effort basis, it will never be perfect and automatically modifying things like quest texts is not really feasible.
This does spread to another question though. I'm a little surprised I've not seen a toxic fallout in a while. Is that because of this mod?
I only ask because every now and then I get quests that mention high tech like ships in orbit but I assume that is Vanilla Expanded Empire adding a few things you have not/can not patch since the empire is showing up in medieval gear at least.
For the first question:
If you set a faction to appear anyway, their equipment and clothing will be replaced with similar items that match the selected world tech level. For example, an Assault Rifle would be replaced with a Recurve Bow when the WTL is set to Medieval.
But if you prefer, it is possible to completely exclude a faction from all filtering, therefore keeping all their original equipment regardless of WTL. You can find this option in the "Misc" tab of the mod settings.
For your second question:
Default tech levels for xenotypes have been determined based on their lore text/description.
1:
If I have a high-tech faction, like the Covenant from Halo for example, and set the World Tech Level to medieval, but set that Covenant faction to appear anyway, what sort of weapons and apparel will that faction use? Will they still use their high-tech stuff? Will their plasma guns and energy swords be replaced by crossbows and axes? Or will they just be naked and unarmed? Or maybe they just won't appear at all because their "Creature" types (colonist/villager/guard/etc) are set to a high tech?
2:
Why are some of the default xenotypes set to specific tech levels?
This mod does not change drops from buildings, so yes crashed shuttles still give components. However, most events that cause ship chunks / shuttles to appear are disabled when the WTL is set to Medieval. If you want those events and other things from space to ignore the WTL, you can enable that in the "Misc" tab of the mod options.