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Naked speed does have positive metabolism actually.
Also, using it with for example mod-genes that prevent wearing armor (such as the ones I've made), and then stacking up on stoneskin glands and armor genes is a pretty powerful tactic for a fast if somewhat fragile blitzer.
@coochieparade
It is safe to add to existing saves.
And yes, it is updated to 1.6. I've just been lazy about updating my images to some of my mods.
I don't think this is actually an issue that needs fixing on anyone's end, probably just need to use fewer mods.
I've gone through splitting my modlist and found that it was "Expanded Archite Genes" that was actually replacing the vanilla Perfect Immunity with it's own functionally identical one apart from not respecting the overrides.
Sorry for mis-attributing the error. Love your mods
That sounds strange. The Perfect Immunity gene should always sort before Strong Stomach.
Does this happen with just this mod? If so I'll have to change it.
It does look like I specifically made those two resistance version-genes free.
Probably I figured the complexity (and actually finding the gene) was sufficient cost at the time. Especially since the immunity version of those is `-1`, and a colony with access to both genes would probably want to go for immunity anyway unless metabolism was real tight.
Either an oversight or a 1.5 change. I'll have it fixed.
Fixed. Turns out Food Poisoning needed a special gene tag to be negated. :)
@Tirith Amar
Done.
It gives +5 now. Technically you can combine it with those genes though, iirc. That said I think letting people make very capable non-violent pawns is quite fair if they've managed to collect all those genes, so buffing it seems fine. Also makes Highmates slightly "meh" as a bonus.
https://i.imgur.com/Z0AlLjw.jpg
Anyway I wasn’t critiquing the tribal balance specifically, I was critiquing the extremely poor implementation of impids; being a supposedly long range-focused race that not only doesn’t have access to any good long ranged weapons due to being tribal, but is paradoxically forced to move extremely close to use its signature ability *and* has terrible melee damage, slow wound healing and bad immunity, which makes it unwise to follow up that signature ability, which forces you to come to almost melee range, with any melee attacks.
Also, and this plays into the point about impids too, which is that I tend to play with CE a lot of the time, in which animals as combatants are close to useless, tribal attacks on an industrial or higher colony are equally completely ineffectual, and trying to get close enough to use short ranged attacks (against industrial+ factions) is often tantamount to suicide unless there's heavy cover/line of sight breaking objects, or your pawn is armoured enough to be considered a walking tank.
I also play with CAI5000 to improve the AI, in which enemy pawns, especially ranged ones, often tend to retreat when you try to charge at them, making closing the gap even harder.
For example, the fire attack of impids isn't meant for their ideal range fight - it's an "emergency button" against enemies who got too close. It's amazing for making melee enemies flee while you're shooting at them.
And you're severely underestimating the animal skill - farms with a good yttakin can feed the entire colony and make you rich, and the battle animals are a force to be reckoned with - especially, considering the fact that you can use their special ability to turn any wild animal into your ally who'll tank damage and distract your enemies, maybe even soaking a couple of rockets in the process.
Like... the animals skill is borderline useless except for roleplay and maybe in early game ice sheet colonies to get some wool.
Impids are "fast" (kinda) but suck at melee, are depressive for no reason, and have a very short ranged flame attack (despite long range being their supposed specialty) that ends up doing more damage to their own people than it does to your colony. Stupid.
Even hussars are better from the mid-game onwards when you can sustain their go-juice need, if you can keep them happy enough to stop them constantly murdering your colony.
Anyway, this fixes a lot of the problems in those regards, good work.
One other thing i noticed is that smokeleaf and alcohol immune are a -3 instead of -2. this could be something on my end (run a lot of mods) but still. maybe something overlooked?
Again, thanks for the fast response and fix. preciate it and have a wonderful day.
Might have been that I failed to push that update to the workshop, because resubmitting it registered as a change.
It should work now.
Yes, the vampire mod assumes that you're using this mod in terms of balance.
Yeah, it makes sense. I'll consider making a small nerf-mod for stuff like the skills at a later date. :)
Yeah, I get ya. And I agree that it would serve better if it was in a different mod altogether. Still, If you ever have it in you to make a seperate mod with that function alone, it would be amazing. I've been looking for a nerf to those skill genes since day one. I'd like the ability to at least consider using someone with a slight penalty to a skill rather than always write the character off for it.
While I agree the skill genes are fairly overpowered, that type of changes has a bit too dramatic of an effect for this mod.
Overall this mod leans heavily on the safe side of things when it comes to balance. While there are a few slight nerfs here and there, I think most subscribers to the mod are here for the buffs to genes which are weak or outright terrible in vanilla. :)