![]() ![]() ![]() No tables are replaced or removed, only new tables are added to overwrite and add to data affected directly by the mod. I have built it to maximize compatibility. It should be compatible with the majority of other mods. This mod is not compatible with other mods that change climate details including my previous mod. I am open to suggestions and help from the community. I have largely kept to the penalties to the level of the original game, since too much tweaking is outside my capability for balance testing. If I knew how to add more colors to the UI, I would. Orange is largely identifies a range between green and red. For example, elves and dwarfs have a lot of more orange than green, but most orange areas are not as orange for humans. The UI still only shows three colors in the overlay (i.e., green, orange and red), but the penalties are not all the same by color. Suitability penalties can now be tailored to specific situations. Gone are the strict suitable, unpleasant and uninhabitable climate classifications. This mod takes that idea a large step forward. I created another mod shortly after the game launched which simply shifted suitabilities around. This mod creates several new climate categories for both the Mortal Empires and Vortex campaigns (24 in total) expanding upon the original ten found in the vanilla game.Įach faction has new climate suitabilities to match the new world, which have been selected to be as consistent lore friendly as possible. This mod is now updated for the Something and the Something Else. ![]()
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