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Also I miss this even when I have never subscribe to it.
all my races and junk are here
I haven't had anyone else complain about that strange gun problem, so I have to suspect it might have been a bad download from steam or something
Is no one else having issues with the cryo/frost weapons? perhaps it was a conflict of weapon mods.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=918312251
I try to keep older versions up for people who don't want to give up long-play colonies.
just waiting for a proper release of the a17 framework (without it they're obviously useless) to drop them on steam.
so when something is hit by the gun it's health screen goes blank, a black square shows in the top right when they are selected, they are immune to damage and move super fast. IE if i hit a raiding pawn with this gun they become an unstopable killing machine.
Not sure whats causing it, i tried a second playthough just without using them, but a xenn joined me and used it before i realized and now my save is corrupted :(
Still a pretty good mod though, awesome counterpart for the Orassans.
Having a Xenn join your primal group who all has clubs and short bows and the guy has some crazy cyro gun... it doesn't feel fair.
If people are having trouble with it, I can tweak the values a bit.
additionally ive noticed a lot of face/head gear does not line up properly on the xenn head model when viewed from the side. just a visual bug.
Thinking on it, I did have a cult leader once beat his girlfriend to death in a social fight... that was pretty bizarre and brutal. - But it seems to be one of those "vanilla" mechanics - where the pawns will sometimes get a few lucky shots and not want to stop fighting
Are you using any mod that effects combat or HP amounts? (It might just be that I usually get some good gear rolled out before I increase colonist numbers, so they take way less damage in social fights)
I've seen two social fights between Xenn and humans so far. In the first, the Xenn insulted the human, the human insulted back, and the Xenn ripped the human's arm off. In the second, the Xenn just straight-up killed a rival colonist in the mess hall, then helpfully started cleaning up the blood stains from the floor. It's getting to the point where if one of my important colonists isn't getting along with the Xenn, I have to find a way to get rid of the wolf before I lose a Level-20 researcher in a social fight.
Also, this guy just spawned with a painstopper in his brain, from a escape pod. Thus the game thought "Huh, i gotta damage him till he gets downed so he can rescue/captured"-- That is, impossible, with a painstopper. He literally just fell from the sky with about 50 injuries and insta-died.
I may just need to weight the other types higher - but I haven't noticed this so much on my plays. - If you're still getting a really high amount of armored guys, let me know
Not saying the life thing is unbalanced, just odd. The armor thing however, is kinda unbalanced.
I have an EPOE patch and RBSE in my workshop
Could not resolve cross-reference to Verse.ThingDef named Tail
Verse.Log:Error(String)
Verse.LoaderHelper:TryResolveDef(String, FailMode)
Verse.WantedRefForList`1:TryResolve(FailMode)
Verse.CrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
I updated too