Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Goodness, is the basilisk available to player use somehow?
It wouldn't be the first time something broke when I turned my head.
@Bruce Wayne: Glad to hear you're enjoying it. :)
I've yet to use TPS so I dunno about that one.
@LLCoolZJ: In theory, it is probably safe to use Mandos set as resistance together with other resistance focused mods. I can't say so definitively though because I haven't done so myself.
As for having Mandos as both raiders and resistance, that is not a function built into this mod.
@N O r: That would basically require a separate mod.
@BigNasty: I have listed some mods in the suggested mods section that can boost the chance of the sitrep occurring. Using those and waiting for a Guerilla Op to generate with the sitrep is the best method I'm aware of. I believe there is a console command that can supposedly generate sitreps but I've never been able to get it to work during my tests.
@Grimjaw: The archetype address for the cannon is MotOR_Raiders_Weapons.Archetypes.WP_QuadCannon. MandalorianRaider_BattlerM2_WPN is the template name. There is also an M3 version but they both use the same archetype.
-Tier 1 Rally Master can no longer call reinforcements
-Field Marshall may now only call reinforcements once (but in doing so calls a rallymaster who also has the ability to reinforce).
-Updated mesh for TCW backpack missile launchers so that the missile will no longer be visible after it fires.
-Made updates to packages to ensure consistency across Old Republic Mandalorian mods.
The reinforce ability should be only 1 or 2 uses, but Marshalls can call in Rally Masters who can also reinforce. The idea was to allow them to call in enough reinforcements to make it feel like you're competing with an actual faction, especially when fighting against Marshalls. I'll give the reinforcement ability charges another look and maybe limit them to a single use for Rally Masters if it's not already set up that way.
I use RPGO which adds the slash ability so I tend to forget to add it to the melee weapons in my mods. I'll make some notes to look into that.
On Legendary Beta Strike I had a supply raid with endless reinforcement spam coming from Field Marshals and whomever he called down.
unfortuntately nobody has made an Advent to Rebel Alliance and when your play with for example Imperial Advent, a Separatist droid Remnant can be an awesome Sitrep like in the Battlefront 2 campaign 501 journal
@99Kingcarl : I have no idea if this mod is Long War compatible. I have heard that Advent2Empire is LW compatible but there will be a lot of custom enemies added by LW that will still be Advent as A2E doesn't account for them. Advent2Rebels is a maybe some day thing.
@armbarchris: Sorry. I don't know what could cause this.
Also, is there any chance for a "Advent to rebel scum" mod in the future? I am sure many would appreciate that.
and now: have my silly and useless steampoints!