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If yes simply destroy the cerebrex node and respawn it with dev mode.
https://pastebin.com/5mBbA1J3
Added harmony dependency
New commands for network access menus:
[M.O.O] Mechanoid Offensive Orders:
Update: Synchronize the mechanoids targeting system to ignore current allies.
Purge: Update the mechanoid targeting system to attack everyone. Excluding you.
[M.I] Mechanoid Industry:
Mining: Order construction of sites that will send uranium and gold over time.
Fill: Order filling of the mechanoid excavation sites.
Fix:
Mechs will no longer attack prisoners or slaves.
I'm keeping the dev button in case there's ever an issue and people need to activate the drop to see the error message, concerning the balance, I feel it's fine as an item you get for beating the game.
I'm not against making a cell generation for the sites, though it's odd you could enter them since I removed the ability to do that or at least thought I did.
Concerning the mechs attacking the prisoners, I'll see what I can do.
cool mod though either way.
The reward on the base game is interesting, but in the spirit of making it balanced, they kinda of like made it very unappealing. Same with anomaly!
Thank you so much for your mod, as always!!!
Added a new command:
Eradicate Destroy a faction in the world. (May break your save depending on who you remove.)
Wipeout: Order the mechanoid network to wipe out a faction of your choosing.
Anyway, I’ve been able to fix it easily by just deleting the tile where the self-replicating mechs appear. Since this is more of a mod settings incompatibility than a direct conflict or a bug in your mod, it’s not really your problem. thanks again for keeping this mod so active, its my favorite 1.6 mod for sure.
This might be on Alpha Mech's part, the ability just spawns mechs from the combat groups available for the mechs
Everything else works fine, but that spawn loop is what makes me think my earlier theory might apply-though I can’t say for certain.
Also I don't think it's a bug, there's a few combat groups with a lot of the same units, for example:
<Mech_Scyther>10</Mech_Scyther>
<Mech_Pikeman>10</Mech_Pikeman>
<Mech_Lancer>10</Mech_Lancer>
<Mech_CentipedeBlaster>10</Mech_CentipedeBlaster>
My theory is this: in the Alpha Mechs mod options, I disabled the spawning of certain mechanoids. This mod might be trying to spawn one of those disabled types, fails, and then retries-possibly defaulting to Scythers without realizing it’s substituting them. That’s just a guess, though-it could be caused by something else entirely.
Since this might be a mod incompatibility, there’s no obligation to fix it, of course. I just wanted to leave it here in case it’s useful to someone else-or in case you decide you want to address it yourself.
New commands for Network Access
Factory: Order construction of sites that will send steel and plasteel over time.
Destroy: Order disassembly of the mechanoid factories
Changed the UI as it was becoming too cluttered.
Now, instead of being merely decent, it's pretty damn great.
Thanks for the mod! My cyborg xenotype legion, the Adaptoids, thank you in advance.