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Medieval Mahmut (B18)

For A17 version http://steamcommunity.com/sharedfiles/filedetails/?id=1163510546 A series of xml edits made for playing the game on medieval tech level with Vindar's Medieval Times mod. This includes: - Removed mechs, outlanders and pirates from the game. - A storyteller similar to Randy Random but with a higher avarage population cap, no orbital trades, less chunk drops and some more event chance changes. - Added a medieval tech start option to the scenario. After choosing edit scenario option you can now start with medieval tech instead of being only limited to tribes or colonists. - 2 scenarios with disabled orbital traders and so on... (removed "permenant solar flares" for the comms console. See below) - A few other tweaks. Right now the storyteller doesn't have his/her own picture so shares one with Randy. Then again, s/he doesn't have anything special so who cares... Also you can build "light" structures (like workbenches and such) on mud and after building floors on mud, you can build walls. This is mostly due to my dislike of not being able to build on mud even with some preparation beforehand... Fair warning: Since this mod tries to effectively remove the above Medieval tech from only the AI, you can still research and build them. Overpowering stone throwers with guns is not the intended purpose of this mod but since player side is.... well... player's responsibility, I strongly suggest not researching any above medieval tech... I can also suggest the mod Medieval - No Power Comms Console ( http://steamcommunity.com/sharedfiles/filedetails/?id=1256443796 ). It basically removes the power&research req for the comms console so you don't need electricity. It still doesn't work in solar flares though...

Зависимости мода

Логотип мода

Medieval Times

Логотип мода

HugsLib

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