HUMANKIND™

HUMANKIND™

AffinityTechnologies
17 Comments
What A Good Day To Die  [author] 21 Sep @ 6:12am 
@Arbeiter I can't seem to replicate this, are you talking about this? https://imgur.com/a/9f4ItR2
Arbeiter 19 Sep @ 4:15am 
No, I was only using the superpack.
What usually happens is that you can see the assigned tags that the civs operate during the selection. I found a gimmicky work around the issue with the More Immersive Cultures forcing tags onto vanilla things with enabling disabling MIC, but yeah, it does seem to heavily conflict with non-vanilla civs
What A Good Day To Die  [author] 19 Sep @ 2:41am 
@Arbeiter thanks for letting me know, I'll look into it, were you using any other mods?
Arbeiter 18 Sep @ 11:12am 
Hey, nice mod, but when using it alongside the Super cultures pack it messes up culture tags and portrays most civs as scientist
What A Good Day To Die  [author] 19 Feb @ 5:19am 
@wolf_brother Interesting... I'll try and figure out a workaround, thanks for bringing it to my attention
wolf_brother 19 Feb @ 3:26am 
Also the extra techs seem to bug out the game end when all technologies are researched... since you can never research all techs.
What A Good Day To Die  [author] 19 Feb @ 1:14am 
@wolf_brother I have listed them all on mod.io, I'll add a link to it in the mod description, would be nice to include it when choosing a new culture but I don't think it's possible
wolf_brother 18 Feb @ 11:27pm 
Would be awesome to have a list of the techs, either displayed in-game or as a google doc here, just so players could know in-advance and weigh accordingly what affinities to focus on per era.
What A Good Day To Die  [author] 5 Feb @ 12:51am 
@[Ω]OSFox there is currently no way of disabling tech, so I have instead made the tech cost from other affinities very high. There should be one of the new techs that is a normal cost and that is the one associated with your current culture's affinity
[Ω]OSFox 4 Feb @ 8:35am 
Author, please, could you test your mod with endless speed? Science for reaching the techs is ridiculously high. 8000 science per tech on the Ancient Era, 42k for Classical and 432k for Medieval
ADS国区大号 9 Dec, 2024 @ 12:44am 
@What A Good Day To Die.
I see, very interesting mod,cannot wait for next era expansion, and the mod compatibility is very good.:steamthumbsup:
What A Good Day To Die  [author] 4 Dec, 2024 @ 1:36am 
@ADS国区大号 there isn't a way to lock certain techs, so I just made them cost a lot. The affinity that you are should be regular cost though, if this is not the case please dm me :)
ADS国区大号 3 Dec, 2024 @ 8:06pm 
the cost of research was a bit too high(3500)while the cost of common research was 260,is this normal?:steamhappy:
What A Good Day To Die  [author] 3 Dec, 2024 @ 1:37am 
@ADS国区大号 Thanks dude, appreciate it!
ADS国区大号 2 Dec, 2024 @ 9:27pm 
great idea, well done buddy
What A Good Day To Die  [author] 12 Nov, 2024 @ 12:52am 
@Geef Thanks! Will include that in the next update
Geef 11 Nov, 2024 @ 1:55pm 
Suggestion for the Martial Arts picture it shows. Make the toes pulled back. Nobody in RL does a snap kick with toes straight unless they plan on breaking them.
Your main idea is great though.