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Probably need to load MO after this so their patches can remove/overwrite mine.
Will put testing it on my todo list but no promise or ETA.
Can try to find a solution for this but it will take a few days.
https://gist.github.com/HugsLibRecordKeeper/c85c3ceee897f50bd0507b3fb890fce3
My mod does force some bionics like limbs, painstopprer and so on by patching techHediffsRequired. They also have an increased budget in addition which they use to buy bionics on spawn.
and then the mod also gives them more budget for bionics
so if i want to disable them i just have to get the thingdef name for the extra bionic arms and add it to the list?
I added a c# patch on raid generation that sets them to mastered which doesnt affect caravans.
Might have to pach pawn generation directly although that could affect performance. Not sure how much so.
Quick fix would be adding the arms to the list of disallowed bionics for the pawns.
In 00_EmpirePawnKindPatches.xml
find the part
<Operation Class="PatchOperationAdd">
<xpath>Defs/PawnKindDef[@Name="ImperialFighterBase"]</xpath>
<value>
<techHediffsDisallowTags>
<li>PainCauser</li>
<li>Joywire</li>
<li>DrillArm</li>
</techHediffsDisallowTags>
</value>
</Operation>
you can add the arms to the list.
Will think about a better solution.
this seems to happen on empire caravans, i've tried to check the patches but i didn't see anywhere the extra bionics arms listed, how do i remove them from the pool?
Didnt even know that mod also contains patches to make the empire harder. Seriously there is just too much going on there..
Added some small compatibility patches and also added Too much Compat to the About,xml to make sure this mod is loaded after.
Didnt notice any problems but only tested it briefly since Too many Compat is not part of my currently load order. Please let me know if there are any other problems.
@gmhude possible? yes. wouldnt be that difficult. but since i have limited time at the moment i would rather focus on the mods i have and use instead of making new ones.
All i can propose is resubscribing at this point.
Or the arms are from a mod that are called differently than the default ones. Since Hediffs are generated i try to catch them in code set the severeity. might have missed them. What type of arms are those?
It is a planet with a minor civilization present that failed to form any large nations. They have failed colonization. Or they got wiped out somehow. Now we got the offspring of people crashlanding here, pirates hiding out and anything else moving in on this free-for-all.
The Empire might think it owns this planet and all 10,000 people on it, but they can't enforce any real law or even keep track of what is going on.
It is always funny how they call you an Landholder under imperial law, this is a forest the size of north america and it has like 200 humans in it
in my headcannon i figure it's what remains of a royal guard, esp considering travel restraints like no FTL. either way cool mod :3c
They were a multi-planet empire so "tiny" could still be anything from a handfull of ships to serveral hundreds if compareed to that.
And according to it they didnt put a vacation home there instead they fled some sort of unspecified calamity.
But thats pretty much all there is. No information wether they can or cannot reproduce their tech. They do give out Glitterworld Medecine as permits so i assumed they could still produce their tech.
But imho i think your interpretation could be as easly correct. This is only my interpretation of what i could find.
also noting that the empire probably gets poorer gear due to balance. currently cannibalizing some poor vanilla empire prisoners, should keep in mind that capturing or downing one lets you surgically remove bionics as well as their armor
They can't produce their supertech anymore and they are wasting their stockpiles as if nothing happened to their homeworld
The modified base xenotypes were really sneaky. Fantastic mod!
@zanaikin Bionic and equipment changes yes (bascially all XML patches). They apply everywhere. The other buffs are not available to pawns called via permit since i was hesitant to patch pawn generation instead of raid generation for performance reasons. So only raid .Allied reinforcements also counts as a raid so they will get it too. Might be overly cautios and i will test this in the future.
would make sense for the wanna be space kinghts.