Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This mod only allows the Nomads to spawn, which the activated Megacorp normally DLC prevents (in favor of the Caravaneers and their EA lootboxes). No idea if Paradox changed anything about the Nomads, do as you think is best.
Has that been fixed, or is it something I ought to worry about before deciding whether to enable this mod or not?
Generally anything that touches /commons/ or /events/ folders will break checksum (IDK if any other folders trigger checksum, but those two are guaranteed to and are the ones most impacted by anything but ui or graphical mods)
IMHO this is one thing Creative Assembly does better with Total War, they allow gathering achievements with modded play. In Stellaris you can completely cheese the difficulty by just moving Pre-FTL and game event date sliders to absurd amounts and essential be undefeatable, so the checksum check is just added tedium.