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
It's possible to add/remove mods (faction packs are considered a mod) in the middle of a playthrough, but in the case of cation packs this will have no effect on existing discovered sectors.
Basically if you've already visited a region of space it will not be change. Existing factions that you've already encountered will not update themselves to use a faction pack that you've just subscribed to.
My understanding is that new sectors and regions of space that you have not explored yet can generate with a new faction that will use the faction pack you have just subscribed to and enabled for your save. I have not personally tested this, so I can't verify.
Most people upload the creations that they are most proud of, which usually includes shields and hangars and such. It's a little jarring to have someone else's faction pack installed and to run into it immediately in your first iron/titanium ship and to have to deal with shielded enemies. This faction pack addresses that problem by providing a faction of ships and stations that are deliberately low-tech.