Stellaris

Stellaris

Warhammer 40k Mechanics (Outdated)
18 kommentarer
zghlwigi 16. dec. 2019 kl. 12:34 
well, dead zone of steam it seems xD
kiorobbo 15. dec. 2019 kl. 13:38 
it happens to me to zghtwigi
zghlwigi 26. okt. 2019 kl. 5:49 
How im suppose to start this game? O have downloaded this mod and 35 k. I have both turned on. When im launching game i can start only like in 35 k so with whole map taken by empire.
Dark Razor 15. sep. 2019 kl. 6:21 
dead
chrizeren 6. apr. 2019 kl. 11:43 
will this mod get updated to the latest version of the game? it doesnt seem to work at the moment
TurtleShroom 26. feb. 2019 kl. 16:22 
@Lazar

Make sure that the only Mods you are using are this Mod and the original WK40K Mod, of which this Mod is a dependency. You must have BOTH enabled and installed in order to use this Mod.
HEADHUNTER  [ophavsmand] 25. feb. 2019 kl. 13:35 
@Lazar Districts are the most annoying problem for an every custom planet type. As for habitability, maybe it's a modifier bug, will check it out a bit later
Lazar 25. feb. 2019 kl. 13:07 
i cannot build aggriculture districts on terra. So my pops are very hungry. Also i doesnt find any colonizable planets. How can i change it?
TurtleShroom 20. feb. 2019 kl. 9:44 
Okay. If you edit your Mod's Steam Console entry, you can click on a feature that allows you to list other Mods that this Mod requires. In your Owner Controls, look for "ADD/REMOVE REQUIRED ITEMS" and select it. Find the original WH40K Mod and select it. It will now display it as a dependancy in your "REQUIRED ITEMS" side bar.
HEADHUNTER  [ophavsmand] 20. feb. 2019 kl. 6:04 
@TurtleShroom What do you actually mean by "marking it as a dependancy" ?
RobinW00T 19. feb. 2019 kl. 22:23 
Fantastic! Always wanted to play a WH ork race in the vanilla game! Looking forward to future updates. Good luck with your mod!
TurtleShroom 19. feb. 2019 kl. 13:59 
Make sure you list the original WH40K Mod as a dependency. Your Mod is ambitious enough that you should simply download the original WH40K Mod and overwrite the files as you go. To do that, you must mark the original Mod as a dependency.
russub19 16. feb. 2019 kl. 20:24 
This gets me harder then Terminator Armor
TurtleShroom 15. feb. 2019 kl. 8:43 
I am STOKED.
HEADHUNTER  [ophavsmand] 15. feb. 2019 kl. 8:17 
@TurtleShroom I surely am)
TurtleShroom 14. feb. 2019 kl. 9:35 
Really? IT'S ABOUT TIME! I created a custom nation called the "Turt Refuge" that was Egalitarian/Xenophile/Militarist with Warior Society/Free Haven Civics and was going to be the one that protects the innocent from the Purge and forces of Chaos.

I suggest that you make the WH40K Total Conversion a Dependancy and rewrite the files as you go to make the Mod better and more friendly for custom nations. You could also add generic Events, new Anamolies, etc., that all nations could give.

The original author of the WH40K Mod blew the oppurtunity when he locked people to set nations with set Events.
HEADHUNTER  [ophavsmand] 13. feb. 2019 kl. 22:49 
@TurtleShroom working on it broh)
TurtleShroom 13. feb. 2019 kl. 14:07 
I'm still waiting for someone to fix the WH4K Mod so that it allows custom empires. I want to play as turtles, for goodness' sakes!