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Sorry then to disturb you, hope you are having a good summer
And the image is an icons file from the game. Possibly from the map editor?
So my question is just; why are they still a part of the description -and in the small icon pictures to the right- then? If you really have removed those two spells?
I'm fine with a compatibility mod between the two mods. Which ones have you combined?
I can add a link to the compatibility mod to this description once its done.
Step 0: Check that your mod is enabled. Seems a little condescending, but you have to check just in case.
Step 1: Disable all other mods. That makes things much simpler.
Step 2: Enable Debug Mode in the launcher before running the game. Its in the Miscellaneous tab.
Now when you run the game, you should have an extra window displaying info from the game. You want to see that your Mod has been loaded and that it hasn't mentioned anything you have made as incorrectly linked/broken/not working.
Or just copy all the entries for Tropical Empire, rename them, change the climate to Volcanic and link them together.
That is a bit weird. I guess Triumph blocked it so that you couldn't have two climate spreads running at once, while not realising that their system allowed for overlay spread as well.
- Water
A: Barrens/Fertile > Wetlands
M: Wetlands > Water
- Fire
A: Arctic > Temperate; Temperate > Tropical
M: Any > Volcanic
- Earth
A: Wetlands/Fertile > Barrens
M: Mountain > Barrens; Barrens > Mountain
- Wild Magic
A: Arctic > Volcanic; Volcanic > Arctic; Wetlands > Forest; Forest > Wetlands
M: random terraforming & climate change
- Grey Guard
A or M: Barrens > Fertile; Fertile > Barrens. Alternatively, if possible, have a spell that cancels any change and returns to original status.
- Necromancer:
A: Forest/Fertile > Barrens (& Blighted?)
- Dreadnought:
A: Wetlands > Barrens; Forest > Fertile
- Theocrat: nothing
Crossing and building a road on a mountain hex could take full movement to accomplish or 2-3 turns along with an increased cost.
Not sure if it is visually possible to program a road on a mountain hex. If it is'nt i would suggest giving the Builders with rugged pioneers the ability to remove a mountain by building a road on it only if that mountain road would connect 2 hexes that already have a road built on them.
Let me know what you think.
Re Underground overlay spread spells: It appears that the flag on the layer that blocks the theme spreading effects is also blocking overlay spreading effects. Not much I can do about it. You'll have to modify underground terrain manually.
In my last game I had an issue in using Cleanse the Land on a new city to remove blight. It didn't affect the Blighted Mountains around me, and it didn't affect the Blighted Barrens next to me that had a road built on them either. It ended up not having enough of an effect and the city was hamstrung by hated terrain. Is that deliberate or do another couple of cases need to be added to the spell?
Are your cities now liking wetlands?
Hope there is a solution to be found, good luck!
As for the Subterranean issue, I'll just make it so that spells trying to make temperate will also attempt to make subterranean as well.
Opportunity for another Earth or Creation Spell?