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
Took some additional precautions removing broken squads from the engine mod as well, so all these mods should stay good for a long time.
Hello Bueno Horse - well, not really sure - I wasn't around when Genesis came out. Check with the creators if they mess around with the spawn rates of the vanilla game - if so, would suggest keeping this mod off - this may affect the spawn rates of the dependencies (may happen more or less often that they will spawn, depending on the map area).
Another option available without modding is that you can also increase the number of spawned squads and their sizes. These settings can be changed in the menu, I think under options. Be aware that performance may be affected.
Hope this helps.
ive been seeing these southern hivers wandering around with unique names and im just trying to track down what mod they come from
Well, I hope you find the cause of it.
Validate the integrity of the game: often, these updates usually leave out a file or two. Having done so removed the CTD, I was missing three files it had to retrieve.
Imports, especially when you have gotten rid of either a building mod (and the building still is in the world) or city mod. I had to get rid of most city mods with a modder that starts with a A as it was causing random crashes. Just turning off a city mod doesn't get rid of it.
The Shark mod is good, but I can't vouch for the others, as I haven't tried them out.
Good luck on finding it.
If you have hired recruits, and they disappear when turning it off, try using the Wandering Recruits offline and see the results (it should preserve any recruits, though you can also do that reset thing, forgot its name but it redoes the world). Actually, have you done it in a while since the latest update?
[purple sand coastline north above cannable lands]
please look into this if you are still actively working on this.
Someone was originally floating the idea of making a universal spawn engine, so that everyone could add spawnable squads without diluting the vanilla ones, after I threw this mod out there. There hasn't been any progress on that front by anybody as of yet.
What EXACTLY does adversely means in this context? Will it crash my game? Compatibility issues?
Simply stop some parties from spawning?
I thought I remember you saying we need to but maybe that was for somethin' else.
In any case, I will issue a disclaimer, but I guess I will see and contact those who have spawning squads and see about releasing a spawning normalizer that they can use too.
Ah, I realized I forgot to add the link for downloading this mod. Added it.
I think you should probably at least have a disclaimer or something mentioning this lack of compatibility. As it's the other mods that are certainly going to get the flak for their mods not working right.
Everyone is welcome to use this as their mod spawn base too if they like. Anyways, gotta run. Will add the remainder once I'm back.