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One reason for this discrepancy is that the Grand Chair requires only 100 wood to build, while the Marble Grand Meditation Throne likely requires more expensive materials. Additionally, even an ordinary quality chair adds a significant amount of beauty to a room, with an 80 point increase. This may seem excessive considering that an average builder is capable of constructing such a chair.
the VFE - Empire mod is a fantastic addition to the game that adds a lot of depth and complexity to an already excellent game. Whether you're a veteran player looking for new challenges or a newcomer looking to expand your horizons, this mod is definitely worth checking out.
There was a mod that used to do this for vanilla royalty stuff, but I don't know if it still exists, and if so, I'm guessing it wouldn't play nicely here.
That feels weird as Honor should be some kind of an Empire status, not a circlejerk within your own colony :)
Instead, I think it might be better to have the gossip be "off map", basically a check would go every now and then for a random "off map" or non-colonist noble that knows your colonist noble and roll a d100, then add their opinion and if the roll is 100-200, add a honor (or more for the max), if the roll is 0-100, no change and -100-0 subtract honor.
This would reflect someone else talking about your colonist, rather than colonists promoting each other.
1. XML support for multiple Deserter Pawn Kind Defs without C-Sharp.
2. An option to add any generated Pawn with a Title from the Empire to the Hierarchy, which is disabled by default.
3. An option to set manually invited Royal Visitor Quests to give a certain level of Honor, with the default being zero. In my opinion, you should get back the Honor that you spend if the character survives and is happy the whole time, with a chance to earn more Honor.
4. Either making Royal Gossip high enough in the list of Interactions with other Pawns to be certain to occur, adding a means to initiate it like you would Romance, or add an option to adjust its frequency. Also, I'd like to see Royal Gossip occur among ANYONE with ANY Royal Title in the Empire.
On my second test I used "never generate relations" to reduce said world pawns and the dev test game on generation got now had around 120 world pawns in the empire faction, this change drastically reduced the resources used on world pawn ticks to the point that i'm seeing a tps that can hit 600-700 as compared to the initial 250 when the world pawns had relationship pawns generated
I really think that some kinda options for excluding the fallen empire from random relation gen should be added as a toggle in the settings along with some way to scale down the size of the hierarchy stuff to include less overall world pawns.
As far as I've experienced, they are either obnoxious or colony-ending. I'm not sure about the other players here, but having 19, Empire-geared hostiles drop into the middle of my MOUNTAIN base through a section of constructed roof is extremely unfair.
Other times are where they go rogue off of a visiting group of traders, which is strange, as NOT A SINGLE SOUL of my ALLIED FACTION(s) would question "Hey, why are our guys suddenly fighting OUR ALLIES?" Only to then cause said allied faction to go hostile as the 2 deserters attracted the attention of my 5 turrets and 5 pawns in the area who friendly-fired them...
The answer to these situations was to save scum to avoid them or solve the puzzle before me. Save scumming should be eliminated by modders as best as you can, as if players like me felt these encounters were fair, we wouldn't save scum. But who knows? Maybe i'm the only stupid moron experiencing these problems because "lmao dogwater" and therefore my opinions shared by me and me alone should be discarded.
Not even mentioning this mod only increases the reasons why you shouldn't go against the Empire, and the Deserters function as just another antagonist.
The villa placement seems to bump heads with a mountain of mods during map generation and it would be nice to enjoy VFEE narrative with more extensive mod lists than the bare basics
(removing the villa from the scenario usually allows map gen. with just the raid and no colonists, but it's an uneducated guess that the arrival is baked in).
Perhaps the narrative can even be preserved somewhat with a vanilla crash landing followed by a raid arriving via shuttle from your pursuers as if they shot you down and are there to finish the job.