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
Thank you for taking the time to let me know, I hope that the vehicles are updated to account for your mod in the future.
It's like when people come to me and say my mod is incompatible with CE, the fact is it's their coding that makes a lot of changes in-game and it affects vanilla stuff, like my caravan activities being tied to visiting the base, your vehicle is the "pawn" and your colonists need to dismount to have it be available to them. It's something on their end due to how the vehicle is coded.
Once your pawns dismount, they'll be out of the "inventory" (interior of the vehicle) and you should see the caravan options. Frankly, it's beyond this mod to fix, cause then I'd have to hire a coder to sort out something in the vehicles mod, probably significant amounts.
I was really hoping I could have an armored truck and do missions. The other interactions like the bounty menu, storage, and free supplies work though
@Gary Oak - Thanks for pointing it out, have been extremely busy even during my time off so I'll have to do it when the next round of updates come along.
Quick question: in VOID, there's an enlistment option that I've never really figured out a purpose for. That's nothing to do with the enlistment in this mod... right? Because VOID enlisting for mercenary jobs is both hilarious and terrifying :o
One thing I noticed, armors aren't EVA tagged proper for the new sos2 release, pawns are still getting compression damage.
Things I'll address:
Combat power - I'll increase the BH pawntype combat power
Lower tier pawntype - Chance to not spawn with a shield belt added
Weapon variety - I'm adding DOOM 3's pistol and super shotgun so they have something for the lower tier pawntype
This is what I'll do but I don't intend to get too much into making the mod easier, since the Bounty Hunters are meant to be a challenging faction at their core.
Yes they have very powerful gear, but that's meant to be their theme, yes it can be unfair but this is one of the few spacer factions that is meant add that feeling for new colonies
@rainbowwilliam - Hello mate, I'm not gonna add a scenario for this mod because I didn't want to flood scenarios for my faction mods. A lot of people request for it, but I added enlistment to avoid having to do scenarios. Bounty Hunters are one of the few factions I have made so far that are hostile to start and they are supposed to be challenging, even when I add my new changes soon.
I had to laugh at how ridiculous it seemed. I think the mod is really cool but I wish it was better balanced, at least for early-mid game. I think I'll probably end up not using it much for this reason unfortunately.
if i accept all quest in contracts/mission etc...
How long does it take for quests to reset?
for a context, im playing with ignorance is bliss, which the only faction that can raid me is someone on my tech level, which is early industrial. at first im suprised, how come a super unit with power armor and shield raid my early game... i cant beat it, no matter what i do... its 3 v 1 btw...
at least make their level on par with post industrial or spacer, like no way i can beat 1 bounty hunter with musket, revolver and a knife....
also their loadout, is either more higher version of armor and a 'plasma rifle', sure when playing normal rimworld this can be good, spacer weapon early game... but in CE game, no ammo, which make the hoard become... suprisingly not good with the threat,
im also using ur other mod the utilitarian, thery are friendly but at the very least their shield belt is less than 50, which in the scenarion of 3v1 maybe early phase still can handle it. they were well better design than the bounty hunter
Pardon me for the late reply, been away.
@EveningSky - Ask collander bro
@jybil178 - I'll be nerfing them soon, overlooked their stats during the rebalancing months back
@muffadawka - Not at the moment
@Abhijeet309 - Cheers bro
@Boiling Man - Hey brova, glad you sorted it
@5150 - Cheers mate.
@D_Monk - CE team does all the patches mate, not me, but yeah they've fixed it a while back
@fluke - Updated the description a while back, am aware my reply is late. Cheers guys
@Le Griefer
@Boiling Man
@Seripa - Hey guys. My factions work with each other in harmony alongside vanilla. If you're having issues, it's likely a mod conflict since I've ran tests on my end and nothing out of the ordinary has come up.
@KUSANAGI - Yes they are mate
@backstage74 - Their designs were already good in DOOM but Jango did a great job converting them over to rimworld so props to him
@Ganymede - Have a few of them planned mate but sadly unable to do all of them due to time. I'll probably do Night Sentinels last, but I'll prioritise Halo and other mods over it
Armors can now be tainted by the dead and combat power increase for the low to mid tier pawns by a minimum of 20.
@Manic Mercenary - Yeah mate, I was gonna give Utilitarian a different kind of cola and Billy Goat Burgers. No cigarettes for them though, I reckon they'd be strict enough to have a no smoking policy in place, despite the fact that most of them are smokers anyway. Thanks Uncle Sam
These guys are meant to be gung ho from the start, that is their characteristics. Other factions I will make later made in similar theme of mercenaries like Mandalorians will be neutral from the beginning.
What I do plan for these Bounty Hunters however, is a hiring system that renders them neutral the same way they would if you gave them silver as gifts.
To follow your suggestion, this may as well be a generic vanilla raider faction.
So what's probably happen is when they spawn, they spawn in maximum possible stuff they can have and not how vanilla does it, with rising level off equipment. Just for example, with my current wealth/tech level worst threat level I get are pirates with 'mid level' firearms, stuff like not automated shotguns and heavy smgs, with decent, but reasonable flak, in groups of 15 or so
Based on your answer, I'll try and replicate your issue and I'll adjust point scaling based on what I encounter.
Even then I won't ever expect this mod to be easy on a tribal start seeing as you're up against a spacer enemy that has their lowest pawnkind using spacer equipment that endgame players use. I'll tweak it accordingly however since I don't intend for this to be the V.O.I.D. faction mod level of unfair.
@The Slayer - Hey mate cheers
@ShadowWolf0720 - Will I remake the allegiance faction? Yes. Will you get it today? No.
Guys I'm busy, I've got a sequence of what mods I'm doing for my personal reasons. I've done the modern stuff over and over again and it was boring me to the point that it made me wanna leave modding behind.
I'm prioritising what interests me at the moment so I can keep my sanity but the update will eventually come.
@Petrothian - No you're fancy
@「WoahFlamingo」- Thank you
@Seripa - Yes.
.50 BMG wasn't made to penetrate people, it is labelled "anti-materiel". Plasma Guns, I've given them the 5.56 template from Rimmu-Nation 2 as that is a common calibre for modern day military issue rifles with NATO forces and I've made tweaks with penetration seeing as it's a plasm and not a normal solid round.
Have you seen DOOM Multiplayer? Heavy Assault Rifle kills an enemy player suited in powered armor in 3 hits. Plasma Rifle does not. Why? It has weaker projectiles, it compensate for this with its high fire rate.
I'm aware you asked this in another mod, I won't address it in that one. I believe the explanation here is sufficient in detail.