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So, I tried the necrons... and there is no start scenario, and no related necron paws except the flayed ones (common and lord).
I saw also a xenotype called Necrons, but it contains only one archeotec gene, called biotrasnferance, wich done nothing to the pawn.
I also don't found the specific scenario for necrons.
And about the c'tans ?
Also I'm getting the bug where pawns will wander and almost never work unless forced to do so, a bug I had with HAR races last time I used HAR (like 3 years ago). If anyone could tell me what causes that, it's be much appreciated.
These are just suggestions
You have a wonderful mod, and such little things could add variability to the gameplay (◕‿◕ )
And Necron ammo should be craftable at normal ammo bench. You have to finish corresponding research on Ammo (MIM) tab, as it is described in weapons mod.
And author, can you put this info somewhere so that people who don't know can find it? It took me a while to figure it out on my own, and people who don't know or don't use the dark study like me may have trouble too.
If you have put it somewhere I haven't seen, then please accept my apologies.
Also, is there crafting recipes for necron ammo with combat extended?
I couldn't find the recipes anywhere in any of the core, necron, weapons or sautekh mods of yours. I also tried looking through the files and couldn't find recipes. I tried adding them in the files but it didn't work and I had to reinstall the mods.
These researches can be done in parallel with Vanilla research and Anomaly research, since they use their original researching resources only can be generated by Necron Buildings and Necron Pawns.
Also, one note that if you enabled my Anomaly library, you have to activate monolith to start ANY dark study, including Necron researches. That's the base design of Anomaly, and it's one of the reason why I didn't put necron odyssey starting scenario yet.
And I just tested with and without Anomaly but it works for normal research tables for non-necron factions. Now I'm checking for necrons so give me few time.
@Commissar Chenkov That started to happens since 1.6. I'm not 100% sure but it seems like the way of calculating turret weapon damaging has slightly been changed. The same happens to other melta or flamer kind of turrets, yet I couldn't manage to find the root cause out yet.
@Thunder Dong Curse me for a novice. You are right about it. I'll remove that specific gene and consolidate the function into Bietransference.