地球不屈 Terra Invicta

地球不屈 Terra Invicta

Excessively Belligerent Obliteration of Factions
25 条留言
explodoboy  [作者] 9 月 13 日 下午 2:00 
@Clan
I don't know how to save a faction's "dead" state to the save file, so it resets every time a save is loaded. However, unless they get *very* lucky, they should almost immediately be marked for death again as soon as the game tries to subtract from their influence.

So, check to see if they have *any* influence generation whatsoever. If they generate even 0.01 influence per month upon the game being loaded, they don't get re-marked.
Cian 9 月 13 日 上午 11:57 
Is the 0 influence lock supposed to reset when you load the game? Yesterday I managed to get protectorate to negative influence by assassinating and retiring all their counselors and destroying space assets. Loaded my game today and they are gaining influence again without getting 100+ a month generation. I got them to negative again by killing their counselor as soon as they got one, saw that they were locked at 0, saved, loaded - and they start gaining again.
Esmarix 9 月 12 日 下午 11:12 
@Dumbass Moo, read the previous comments or the instructions at the top. You need to disable the mod when starting a new game and then reactivate it after the initialisation of the new game.
Caramoo 9 月 12 日 下午 3:27 
is causing crash when starting a new run at stage FullScenario.
explodoboy  [作者] 9 月 1 日 下午 12:32 
@Esmarix
Yes. To change which year the malus takes effect in, change the value in [TIGlobalCondition_fCampaignDuration_years] to something else.
Esmarix 9 月 1 日 上午 8:59 
Am I correct in the assumption that the values listed in the TINarrativeEventTemplate.json file is the years and lowering them will cause the effects to come into play earlier?
Future Skrimp 7 月 25 日 下午 2:33 
Can confirm that it works with provided instructions. Thank you!
explodoboy  [作者] 7 月 25 日 下午 12:52 
I can confirm the crash is happening on my end. It seems to only happen when starting a new game. Crashes don't happen upon loading a game.

A workaround to this is to disable the mod in UMM, start a new game, re-open the UMM menu (CTRL+F10 by default), and re-enable the mod. You do not have to restart the game at any point if you do it through the UMM menu.
Maladict 7 月 25 日 上午 3:59 
I am having the same issues - crashing when trying to start the game with it.
Future Skrimp 7 月 24 日 下午 6:18 
I tried starting a new game with it. It kept crashing, tried to find if it was conflicting with other mods, which wasn't the case. Refreshed the whole game with only this mod and found that it's causing the crash. I've been holding off playing this game for a long while til a mod like this showed up, thank you for creating this.
Hilgaren 7 月 19 日 下午 4:20 
Love the idea of this mod. found the passive influence drain unsatisfying early game.

Installing this seems to cause crash at new game start. not sure if i installed it wrong or there is a conflict
IndyTheCommando 7 月 8 日 下午 1:13 
Awesome. Thank you very much.
explodoboy  [作者] 7 月 8 日 下午 12:47 
Okay, so I must've messed up with updating the mod (uploading mods in TI is a little janky). The file that says where the assembly (.dll) is, ModInfo.json, wasn't updated. I have just pushed an update now that should fix things.
explodoboy  [作者] 7 月 8 日 下午 12:43 
That's weird, because it works just fine on my end. In fact, I get an error when the assembly isn't where ModInfo.json expects it to be (Assembly/EBOF.dll).
IndyTheCommando 7 月 8 日 上午 9:37 
So I found a fix. I moved the .dll file from inside the Assembly folder to the main mod folder and that fixed it. I guess for some reason the game doesn't want to read the .dll while it's in a folder that's in the main mod folder. May I suggest getting rid of the Assembly folder entirely and just keeping the EBOF.dll file in the main mod folder alongside all the other files?
IndyTheCommando 7 月 6 日 下午 6:43 
So for some reason I have to update mods manually so when I did I launched the game and it says that it's giving errors judging by the three exclamation points next to it and the red light. I have no idea what I did wrong and I probably updated it incorrectly. I'm gonna try resubscribing but is there something I'm supposed to do on my end that I did incorrectly?
explodoboy  [作者] 7 月 6 日 下午 2:26 
Mod's been updated, now it comes with mod options (for customizing the influence cap and some other stuff) and a brand-new feature that disables influence generation completely when a faction runs out of councilors and influence.
Agraza 6 月 22 日 下午 11:24 
concur with salt. love the concept of the malus getting worse slowly. i think that cap is a bit low.
Saltmarine 5 月 22 日 上午 3:55 
a mod option for that would be nice
explodoboy  [作者] 5 月 21 日 下午 7:12 
I still won't be removing it. I MIGHT make it a mod option later, if I want to figure out how to do that, but no promises.
Saltmarine 5 月 20 日 上午 1:39 
event that's for resolving a conflict between 2 of your agents that bicker. in my campaign it required 18.9k influence.
so what about those techs? late game influence is the bottleneck for direct investment and you need a lot of influence. it also hard caps how many media stations you can build because it becomes futile to build more than when you have an income of 5k influence per month.
explodoboy  [作者] 5 月 19 日 上午 11:22 
Never seen any events require that much, and there are researches that reduce influence cost for direct investment.
Saltmarine 5 月 19 日 上午 6:46 
remove the influence cap. some events require way more than that and direct investment also needs massive stockpiles.
tokenwhite85 4 月 15 日 上午 4:39 
@otters

We're police officers! We're not trained to handle this kind of violence!
OttersHoldHands 3 月 22 日 上午 1:34 
murder death kill