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Awesome! Looking forward to it!
Just do these compatibility patches to convert modded items into nanite substrate in batches.
Of say, ten mods. Then you drop another mod update. Maybe, in between, do other stuff for the mod, like bug fixes or new features. You know, to keep it fresh. Do the most popular mods (Vanilla Expanded, Rimsenal, etc) first, then requested mods.
Godspeed and thanks for the mod! I hope to see the Borg bearing down on my Imperial Guard regiment when I build and play that mod list! The Emperor Protects!
i have been waiting for sooo long for the borg to return in all their glory.
i loved the way they worked before. i even went in and added more stuff to be turned into substrate :)
will all the cool ship parts and colors make a return?
btw i mostly only really know some xml, but maybe there is a way with a .dll to dynamically calculate the conversion rates or recipes for the items (even any modded items), but also using their bulk or mass value? (with a fall back to something else in case there wasnt a bulk or mass value specified)
I am going to overhaul the game play cycle like I did on the old version of the mod. The borg economy will be based on a sole resource, nanite substrate. All borg items will cost various amounts of substrate, and all items in the game will convert into various amounts substrate. The conversion ratio of items into substrate dependent on the valuation of the item in-game as well as the thingCategory. It is hard to anticipate all the crazy items other modders may add, but this should cover most basic things.
It is a lot of slow xml work and my real life job is busy so I appreciate your patience as much as your feedback and suggestions. I am always looking for ways to make the game play more borg-like for the player borg faction.
Thank you!
"yeah when playing as borg happens, one thing that could be cool would be having a way to something like the Chemistry mod, where you can essentially "break down each and every item, into generic materials, (or base chemicals in that mod) and then use those to craft other stuff" a bit like using a Replicator to convert item into energy, and energy into food or knife or nanobots etc"
"actually, if the Borg can have a way to assimilate anything "unfinished", that will be really useful, like it can take anything crafted from any mod, which wasnt finished, and turn it into basic stuff for re-use :)"
-That would be cool! I definitely would play in that format. Do stuff what The Borg would do.
Also try to make the landscape nearby you a Borg like world.
yeah when playing as borg happens, one thing that could be cool would be having a way to something like the Chemistry mod, where you can essentially "break down each and every item, into generic materials, (or base chemicals in that mod) and then use those to craft other stuff" a bit like using a Replicator to convert item into energy, and energy into food or knife or nanobots etc"
i was using that mod (and my recycling mod) to convert spare stuff into grass/hay and then spinning the hay into Gold lol
I just published a hot fix for it. I removed the circular requirements and added a an active manager for the research. Now if you try and choose the experimentation it will throw a Message and prevent the selection. This should be a much more robust fix and it should play better with other mods.
When I looked at the xml, I noticed that Research_Experiment has Research_AdvancedExperiment as a prerequisite, and the prerequisites for Research_AdvancedExperiment are Research_Experiment and Research_AdvancedExperiment.
Unfortunately, this just shows that we as fans are doing way more work than the show writers did when it comes to worrying about continuity...
The implants are given to the drones at random so not all of the borg will have the ability to transport. It technically is the same as a jump pack or a skip ability, the only difference is that I included custom logic to specifically detect and trigger on kill box-like conditions only. It is pathing based, so they won't just use it in a fire fight.
If it proves to be too difficult then I can add a mod-setting to disable it or something
HAR should work just fine, and in theory it should even be able to support the assimilation of custom races. As a general rule, I try to avoid using Harmony patches as much as possible to minimize mod conflicts.
I didn't see it mentioned, is there an adaptation mechanic or are we just doing the pro gamer move of shooting them til they are dead?
A way to prevent siege attack errors (where the besiegers bug out and can't build modded mortars) is to set their faction tech level very high, so they could conceivably be capable of building and using any and all artillery building.
Also a large number of defenders? I wouldn't want raids on Borg bases to be easy.