Barotrauma

Barotrauma

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2.942 MB
4 Mar, 2023 @ 11:50pm
4 Jun @ 6:58am
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More Pirate Vessels for Europa

In 1 collection by UFO GALLIMIMUS
More Things for Europa
5 items
Description
// ENGLISH ////////

The pirates took advantage of the technology presented by the Mongolian company to add more submarines to their ranks. At the moment, 36 types of submarine variants were reported, already from the same European Collision as from the Mongolian company. Sail carefully good sailors

With time we will see if we detect more ships.

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It is compatible with other mods such as Dynamic Europa. THIS MOD'S MISSIONS NOW WORK IN DYNAMIC EUROPA!!
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NEW TYPE PIRATES MISSION:
*Bandits in sight
*Clown Removal
*Extermination of Cultists

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// ESPAÑOL /////////

Los piratas aprovecharon la tecnología que trajo la compañía Mongolian para sumar mas submarinos a sus filas , por el momento se reportaron 36 tipos de variantes de submarinos ya de la misma Colisión Europea como de la compañía Mongolian. Navegad con cuidado buenos marineros

Con el tiempo veremos si detectamos mas navíos.

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Es compatible con otros mods como Dynamic Europa. ¡¡LAS MISIONES DE ESTE MOD AHORA FUNCIONAN EN DYNAMIC EUROPA!!
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NUEVO TIPO MISIÓN DE PIRATAS :
*Bandidos a la vista.
*Eliminación de payasos.
*Exterminación de Sectarios.

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If you want More Beacons for Europa :

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2936649429

If you want More Wreck for Europa :

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2936642208

If you want More Submarines for Europa :

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2944551530

If you want More Outpost for Europa :

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2948537269
Popular Discussions View All (1)
0
28 Jul, 2024 @ 12:49pm
Translations
RexTollBar (Reiss)
37 Comments
UFO GALLIMIMUS  [author] 4 Jun @ 5:30am 
[TLP] Lucazz Tuoi, sorry for the delay. I haven't had much time lately because of college. I'll check out what you told me. Thanks for letting me know.
[TLP] lucazz'tuoi 4 Jun @ 3:43am 
Ok the guy from the artefact mod fix It, but can you do something for the cultist ship?, they realy dont like using the turrets
Havel L. Krik 2 Jun @ 3:23pm 
Wait a minute, this is the wrong mod... I thought this was your More Submarines (player-controlled). My bad.
UFO GALLIMIMUS  [author] 2 Jun @ 9:51am 
Hey Havel :captainsmooth: You need the pirate idcard to open the toxin cabinets.
Havel L. Krik 1 Jun @ 9:02pm 
The two Toxin Cabinets can NOT be opened on the Large Mongolian.
[TLP] lucazz'tuoi 27 May @ 5:05am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3169653196 and seem like if you have this one installed all the diving suit Will change to the one inside this mod "bots cant use them"
[TLP] lucazz'tuoi 18 May @ 1:36pm 
cultist ship dont use the coilgun
TortuousAugur 29 Apr @ 11:44am 
Oh, okay. I thought that it might have had an impact on the sub in general. I'm playing with the sellable pirate subs and I've been repairing the subs after they are cleared and then piloting them to the end station and have been noticing the subs have a lot of difficulty ascending and when I put it on autopilot to stay put, it's usually got a long arrow pulling the sub up in an attempt to counteract the strong downward pull. This is, of course, after I've fully repaired the sub's hull and electrical/mechanical systems so that it is as seaworthy as can be since I know I'll be fighting the sub's desire to sink. Thanks for the reply!
UFO GALLIMIMUS  [author] 28 Apr @ 3:56pm 
The submarines I made have their electric coils on automatic, so they can defend themselves against wildlife (the coalition submarines have automatic turrets for wildlife). But, as I said, these are random events. :barotrauma:
UFO GALLIMIMUS  [author] 28 Apr @ 3:55pm 
Hey TortuousAugur , pirate submarines default to the optimal neutral ballast level (5000) set on their navigation terminal. Yes, I understand what you're saying, but I also understood that as long as the value is closer to 5000 (between 4900 and 5100), it's not necessary to change it. Bots usually drive on automatic, so they don't fully accelerate like a player in manual mode; that's why they seem to be driving slowly, and even worse if the submarine is huge. The fact that wildlife can take down the submarine is more a matter of randomness in the game; it depends on many factors such as the size of the map, the difficulty of the level (because that creates more difficult animals), or whether there's a mission to hunt animals. Normally, the game tries to keep them far apart, but sometimes they coincide and fight each other. In fact, even groups of mudraptors fight against packs of Crawlers or Molochs. :barotrauma: