[SUBMOD] SuperTechmarine's Building Overhaul 0.1.4

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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.4

PostPosted by jagged0 » Wed Nov 04, 2015 16:36

Kironos wrote:Same here, CTD as soon as I click on buildings view.

Is there a way to make it compatible with 1.0?


Nope, you might as well give up on most of the submods on this forum into they're updated otherwise you'll only end up ruining your game.
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.4

PostPosted by SinStar87 » Wed Nov 04, 2015 16:37

Seems it's the graphics, so delete the gfx and interface folders from it and should work fine.
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.4

PostPosted by Jor » Sun Dec 25, 2016 21:16

Is there any chance we might yet see this updated to the latest version? It'd be sad to see this mod die.
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.4

PostPosted by fastrike » Sun Dec 25, 2016 22:17

Jor wrote:Is there any chance we might yet see this updated to the latest version? It'd be sad to see this mod die.

Its already dead dude, the last post was more than a year ago
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.4

PostPosted by loopy_kid » Sun Mar 19, 2017 07:54

I'd like to suggest that the North gets a wide variety of possible building to make up for the sheer size of the land.

The Manderly's, canonically, have silver mines. There is iron in the mountain areas that make up the lands east of Bear Island, which can also be a massive source of stone. The potential for a timber industry in the North is practically limitless thus you can make a small building requirement of a canal to build a timber mill.
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