Here is one possible layout of the map tiles, represented with a table. The map is broken up into regions, with various tiles restricted to each region. “So wait, the Iron Republic is ” “Whoa, Mutton Island is bigger than I imagined.” And so on. While this arrangement is only one possible tile arrangement, the list of ports for each tile, not including light-ships, is accurate.
"Level" will be ADDED to the "EffectiveLevelModifier" which is the base ship's capacity.To add equipment slots your class of ship normally does not have;The information below will allow ANY owner of Sunless Sea to experience ALL locked content other than the Zubmarine DLC which you must actually purchase.I hesitated to release this information and contacted the devs first to see if they intended to release the kickstarter only DLCs for non-kickstarters but “We consider this matter closed now, thank you for contacting us.”So I can only assume they have no intention of releasing them for non-kickstarters and thus will now share it with the community so everyone can experience the locked content.The method is quite simple, but take advantage of the loop hole while you can as they will likely patch it quickly after this post.
It’s equivalent to about 40 percent of the terrain you might see in any given game – the actual “deck” of tiles that Sunless Sea generates that environment from will be much larger.This is all quite laterally compacted. Smaller items are scaled up a little so as to be visible, and geography is heavily scaled down, because spending your entire game trying to circumnavigate one small island would be hella boring. As for adding in other Officers, use this same method and just replace the reference ID number in the copied code block with the officer reference ID number you desire. I must say I was expecting to find answers on the map, or at least a clue. FailBetter games also shipped a limited amount of Unterzee maps for kickstarter backers. I would actually enjoy a "realism" mode where the geography is properly scaled. Although the map layout does not seem to change dramatically, there are It is possible to remove the mask temporarily by using a third party program called TexMod. First, we are building a world that previously only existed as words and ideas, both in our minds and yours. Sunless Sea map. Cyberpunk City Ville Cyberpunk Cyberpunk Kunst Futuristic City Cyberpunk Anime 3d Fantasy Fantasy Landscape Fantasy World Daily Fantasy. But, alas, it appears I shall have to continue to stockpile enough supplies to sate my staveling stomach sufficiently enough to venture forth and find the answers I seek...So Fallen London, the Tomb-Colonies and the Iron Republic are all on the same coastline? They are good options to play after Curious Expedition is an expedition simulation, in the late 19Opus Magnum is a puzzle game about assembling machines to convert spherical chemicals into different compounds. This does not (or should not at least) change the base ship characteristics, only the one you happen to be riding around in.To change Hold size (cargo capacity) search for reference ID number 102031 in your save file and edit the "Level": in front of that reference ID number to whatever value you think it ought to be. While this arrangement is only one possible tile arrangement, the list of ports for each tile, not including light-ships, is accurate. Here it’s the environment and enemies, rather than other players, that you work with. The lore is in drips and rumors, much of the time. Some of these are simply the background to a campaign - the game’s unfolding drama, missions or challenge. Saved by Andrew Gibki. You just have to make sure to replace EVERYTHING from your save file's map code block with my map code block and again this should only be done at the very start of a new game.https://dl.dropboxusercontent.com/u/14918337/My%20Ideal%20Map%20Code.txtIt is possible to add equipment slots (eg. Some are system only, some work in games (invert colours and button mapping). So, I added all possible starting officers to my captain's ship.First I made 5 saves - one with each of the possible classes, making sure to UNASSIGN the officer before saving as this simplifies the process.Then I opened my save files in a text editor and searched for one of the following reference ID numbers based on which save was for which class.This gave me the code blocks I needed to copy and paste over to my main save. All you have to do is go to:I'll now explain what each code block in that file does;PLEASE NOTE! To know WHERE to insert this code block into your other save file take note of the reference IDs in the blocks above and below where you are removing this code block from, then search for those reference ID numbers in your main save file and insert the code block above/below those blocks - that might be confusing but you do not have to be exact here as long as you grabbed the right code block and are inserting it in aproximatly the correct position.