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Last night patch was to fix what I buggered up with the larva patches. I think stuff is working. Hopefully this week is a little smoother and I can get some work dne on this.
I'll look into a fogmen faction, a glitter world cure maybe?
The other is the way they're currently coded they would be pretty useless as colonists. I've limited both their mining and construction speeds to hopefully dissuade them from doing either of those during a raise. Each fog also takes increased damage by double or more and deals less.
Also to simulate their blood lust I've given them all fog sickness on creation. It should work similar to the berserk and manhunter status combined. But impossible to get rid of.
It is possible but it would entail basically remaking the faction for players. I think it is possible to maybe recruit them or make them a slave but I am unsure.
This was done to limit and hopefully stop the pillaging and stealing raiders do by default.
Started the beep quest so if that triggers by accident my bad should equate to a free hiver though, nothing special. Gotta learn how dialogue trees work. Pretty sure I can port the entire recruitment script over from Kenshi.
Vex released an update so I've removed the equivalent code, if any slipped by let me know.
There's been a lot of code to try and get stuff to work..turning out to be a setting made and forgot about. I'm sure there's some unneeded stuff in the C that's why I left the source
I have been spending the last few days just playing the game though or trying to at least. Because of that I found several things I want to change or add that I would never have thought of otherwise.
Back stories would be wonderful I do plan to spend some time on it but that's pretty intensive on the brain and I'd have to focus on that.
It was a bit more brutal than I thought it was going to be. It may be because they got to the corgi first. I did witness a colonist punch through a fogman's chest and crack his spine though.. that was pretty cool.
Is that a beep emoji. I know where I'm going after this.
I did come up with a pretty good idea for beep though! So we'll see how far I can get with it.
The zombies were honestly the first place I checked but I think a lot of their behavioral coding is C# based and.. I'm slowly starting to understand it. Then it all goes foreign. There is an "attack downed if starving" option I keep coming across but I haven't been able to use it correctly.
I definitely wanna play around more with their Ideology settings. I know there's a way to make them always Ravenous I just haven't figured it out yet.
@John Oakman Sooooooon.
you might also be able to borrow the zombie behaviour from the zombie mod since that seems pretty appropriate to the way you want fogmen to work. either way I'm just happy to get the foggers in the game rather than just cannibal southern hivers lol