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
I also agree with pixelelf21, the mythos mod could have some neat features you could use.
Imo the Monks&Mystics society system would work very well for the class system. The Hermetics were even supposed to have a gathering&crafting system like the Blacksmith in fantasy but it was cut because of time constraints. Still it is doable.
And the treasury system in M&M does nearly exactly what is currently solved with the "Empty Weapon and Armor" traits to simulate an equipment system.
That way you would avoid some strange effects when someone changes his culture through education or event.
Where is "race = horse" defined in the game files? I could add the fantasy races to be used as such if it's not hard coded.
Later expansions like rip und mm also reference it (see assassins_events for example)
I took a look at the lunatic events and the traits but in terms of coding, "race = horse" and "trait = horse" are different. If i were to type "race = orc" for say an event or something, it would return an error.