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im not an expert modder, but there might be a way to modify the borg mod so that any weapon and armours can be used - i'll try and have a look in near future on that :)
I don't mind having Borg that has to take prisoners before forcing them to be Borg i guess....
What personally bothers me is that the Borg don't seem to have too much tech in the Borg Mod. I'd like to see way more.
After all a Borg isn't classified as normal human and can't use any of their equipment gear, weapons, or any of the stuff. To me that's a massive handicap.
So the way to fix it is having the Borg able to replenish numbers fast. And that's the issue, the main mod doesn't seem to work for the borg virus on melee dmg. :/
I have the Borg mod removed from my gameplay for now but im still subscribed to it.
I wish that the Borg were not listed as "other" than human and unable to wear all gear and use weapons. Seems odd to me.
Anyways im not the modder of this mod or the Borg mod. Just loving the idea of it, but wish it were fixed so i can play as Borg.
you are right that ideally the best place for a fix is in a mod itself, just that in case its more tricky than that there might be a way to use rimmsqol (quality of life) mod to add in (while playing) the borg hedif back, if you wanted to still sort of experience borgness meanwhile. (possibly with indoctination mod too)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1682888866&searchtext=indoctrination
However on the page of the mod below you suggested they say that any special Traits of the pawns are deleted upon resurrection and any implants they had are deleted.
I'd rather someone fix the BORG attack with the melee borg weapon to install a "Infected with Borg nanties" virus for the Roleplay fun of being Borg.
The idea that all dead pawns come back is kinda game breaking in my opinion.
Does this mod fix that? Or is it using the infection to fix it?
Can my Borg units attack with the nanatie weapon and turn players via infection?
Also worth noting that it should add a research project dependency on Advanced Bionics for RBSE as well as EPOE since they both use the same ResearchProjectDef names.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2159306674
You can just edit the items_borg.xml file and replace luciferium with whatever else you want or tweak the quantities. You just need to make sure that you are using the Def name and not the text you see in the game.
eg: Advanced Component is actually called ComponentSpacer.
I have 2 questions.
Its ez to replace Luci as material to stg else? (I'm just replace Luci to let's say 20 neutroamine?)
If I'm doing it on an existing save, will it break my save?
bool animal = this.pawn.def.race.Animal;
if (animal)
{
Messages.Message("an animal has succumbed to nanite infection, and have been deemed inappropriate for assimilation. The nanites have consumed and destroyed the corpse.", MessageTypeDefOf.NeutralEvent, true);
this.pawn.Corpse.Destroy(0);
Also a heads up to anyone using the XenoBionic Patcher: It will add the nanite injection surgery option to animals. I don't know what will happen. If you try it, please let me know... My guess is that it will a) generate a bunch of errors, b) convert your animal into a human Borg, or c) both a+b
Just pushed a new update to fix the nutrient paste dispenser showing up in non-borg runs, as it didn't have a research prerequisite.
With the other mod I had issues with Borg faction pod dropping crashed people on me who by all text indicators SHOULD be Borg but were still human, it was broken and if that breaks in any other way it would be nice to disable it.
also, by keeping the borg faction, it also means that players can still get raided by a borg character, which they can try to capture and get more borg)
for your question 1:
i would keep the research within this mod... it just helps keep things in 1 place otherwise you will have 2 mods to manage :) (but whatever is easiest for you)
for quesiton 2:
i would still keep (or allow) for the other faction to still exist, since it could simply be Rogue Borg (or splintered groups from unimatrix one) :)
for players who play with that mod, it already has a borg faction (which im assuming does not conflict if the player starts with a borg using Prepare Carefully)
in which case, if you were to prevent the faction, when people add your (this) mod to get extra ways to assimilate, it could cause conflicts if they have borg faction already in the game
I've also added Bionics, Advanced Bionics (if present) and the first Borg Nanite research to the starting scenario so they can build their research bench and get going quickly.
These changes will be reflected in the next update.
But first, two questions:
1) Should this research bit be part of this mod or split into a separate one?
2) Should I disable the NPC Borg faction? I'm not sure if it makes sense for it to exist if you're going to be the one building the Borg in the first place.
I was thinking of a like a 4 line patch xml file, lol.
I can definitely gate the Borg research bench behind another vanilla tech than microelectronics though. Which one should I use?
Not sure how much of my idea you are able to implement but those are my thoughts on the matter.
Not using any of your Borg related mods yet btw, just found this now.