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EPOE thing with the royalty expac has not yet been fixed.
https://gist.github.com/HugsLibRecordKeeper/173bb3737b9e6dde0333f9667ef38d3d
feels like a combination of EPOE, the EPOE Royalty addon and Medical System Expansion 2 combined with Spacertech Raiders results in a patcher error.
[code][Spacertech Raiders for Outlanders and Pirates] Patch operation Verse.PatchOperationSequence(count=12, lastFailedOperation=Verse.PatchOperationFindMod(Expanded Prosthetics and Organ Engineering - Forked)) failed
file: D:\SteamLibrary\steamapps\workshop\content\294100\2246719858\1.4\Patches\ThingDef_Misc\Mod_Tags_TechHediffs.xml
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)[/code]
links to all 3:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2906455995
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2906456426
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2906455444
vanilla loadout really dumb and boring rocket launcher or doomday rocket are rarely, but with this mod now raiders know how to use grenade launcher and RPG-7 Thermobaric... it mean they can crush my defend line easier without killing themself like doomday rocket
and I pretty surprise about grenadiers loadout, assault shield with frag grenade tactics really deadly on early-mid game I hope next update this mod can compat with Grenade Variety for more deadly grenadiers raiders
Does affect the cannibal pirate faction, since it patches the base and the cannibals just inherit from that. I will take a look a the leg issue.
@Holgast
VWE: Heavy has some potential issues with valid conditions for equipping the weapons potentially, hence why I avoided it previously. I'll look into adding it. Rimlaser I'll double check as well.
Manageable is probably more in terms of manageable numbers specifically, but less incoming pawns (generally somewhere between 1/3 to 1/2 depending) means that vs 1 target stuff like shock/berserk will work far more efficiently, and melee locking ranged enemies is more feasible given the lower pawn counts too.
In terms of vs faction, note that full cataphract pawns cost at minimum 425 points for the pirate ravager, and the outlander cataphracts are 450 points each. For reference, elite mercs (the strongest vanilla humanoid) is 130 points, and the imperial cataphracts (i.e. the ones from the empire expansion if you're hostile with them) are 150 points each.
Ultimately though, a lot of my experience is via CE, I have played a relatively low amount of vanilla/yayo's combat at this point so it may not work quite as intended in vanilla.
[Spacertech Raiders for Outlanders and Pirates - Start of stack trace]
Verse.PatchOperationAdd(xpath="/Defs/ThingDef[defName="AdvancedBionicLeg"]"): Failed to find a node with the given xpath
Verse.PatchOperationConditional(xpath=/Defs/ThingDef[defName="AdvancedBionicLeg"]/techHediffsTags): Error in <nomatch>
Verse.PatchOperationSequence: Error in the operation at position=3
Verse.PatchOperationFindMod(Expanded Prosthetics and Organ Engineering - Forked): Error in <match>
Verse.PatchOperationSequence: Error in the operation at position=12
The description confuses me. It says that makes late game raids by those factions "more manageable". However, it also says that it makes them "very well equipped" - like with power armor, bionics, & better than normal weapons. How is that making them "more manageable"? The definition of "manageable" is quote, "able to be managed, controlled, or accomplished with out great difficulty."
Does it make such raids more manageable by having pawns better equipped, yet fewer in number? If so, the description doesn't explain that very well. Otherwise, I'm leaning towards believing this mod makes such raids more difficult. I'm especially leaning towards this because of how it says raiders will often, "have biocoded equipment and death acidifiers."
Top left charge gun is from CE guns, it's the charge LMG. Right is the CE re-texture of the charge rifle.
Can you tell me what these mods are?
But in CE it should generally keep the difficulty level about the same or maybe just a bit harder, so I will clarify that in the description.
With that said, I wonder how this mod will affect raids with Yayo's Combat.