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Ooh, there might be problems there. In Vanilla, the Hive don't have a specific 'Trade Culture' entry, so I created one for them at the level of the Faction ('Western Hive'). If the Hiver Expansion mod creates whole new factions they won't have it. Thus their prices won't be affected.
Might need to grab it and make a compatibility patch in a separate mod.
I just checked into it. It seems that mod leaves the Western Hive, and creates new villages for the other minor hive factions it adds. So this mod should be compatible, just no price differences for those new subfactions that "Hiver Expansion" adds. The new shops and stuff in the old West Hive villages that that mod adds will have the new pricing from this mod.
Seems I missed that. Whoops. Will update.
In vanilla AI cores and ancient science books are illegal in HN, and many technology components will never be for sale. The high level research benches are also illegal if you get inspected. But the HN have technology (generators, electric lighting, etc) so I feel the vanilla game has set things up realistically: technology is not embraced by the HN (they're not producing heaps of it), but its tolerated for its benefits, but there is a severe restriction to the higher levels of tech associated with skeletons.
Yeah that's weird. Grog should be cheaper in Stack, and hash isn't touched by this mod. Besides, the grog should still have the little +/- 50% fluctuation as with all goods in the base game. Try importing. If that doesn't fix it, I'd say it's conflict from another mod.
Great! It was probably because you were in the zone with the vendors loaded in (having your base around there). needing to leave and come back.
It's a slightly controversial change: my thinking was that Mongrel was an isolated city, and thus perfect for role playing trade runs. In practice, though, once you're out there, the money you can make selling the prince heads that get chopped by the guards at the gate make all trading irrelevant. Once the player is out there for a week, the market is completely flooded in heads, and the player has made enough money to not worry about money for the rest of the game. As it is, Mongrel is really cruisey to set up shop. The only reason to leave is boredom, but it should be somewhere in desperate need of trading, existing marginally on a knife edge, with only the maddest traders searching for high profits daring to make the run. For the player chilling there, it should feel 'harsh' rather than 'money paradise'. So, I nerfed the heads. You still make an absolute killing off them (3000 cats a pop), but now you have an incentive to run that trade route through the fog, either to the hive in Dreg who pay more than the base price, or even further out to the UC. Mongrel buy all sorts of medical supplies and food at inflated prices, so the idea is that your little caravan, coming in once a week, is like this absolute godsend for them. Then, your reward (beyond that initial trade profit) is access to the single most expensive sale item in the game (I think, some CPU unit might be more, but that's about it). Just a few heads, if you can get them back to the UC, is gonna net a fortune, and there is no cost outlay to get them. But, you gotta get in and out of the fog with your caravan in one piece. That's the trade off.
The Hive are interested in the heads because they want to know what makes the dead hive tick, the UC are interested in them because they are the most exotic trophy for the noble's hive hating egos. They of course boast that they are the ones who nabbed it, bravely going out to hunt in the fog.
For the players who are not up to running a full caravan yet, and want to head to mongrel to start up and get some training, the heads are still making enough money for food and equipment if you're working as an 'exterminator'. It's now just 'work' rather than camping at the gate for a day and letting the guards deliver up the week's salary.