边缘世界 RimWorld

边缘世界 RimWorld

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Save Our Ship 2 - Cyberwarfare
   
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Mod, 1.6
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更新日期
819.186 KB
9 月 21 日 下午 7:50
9 月 28 日 上午 4:34
2 项改动说明 ( 查看 )

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Save Our Ship 2 - Cyberwarfare

描述
Cyberwarfare for Save our Ship 2

This mod adds new functionality to the science console in SoS2. During combat your pawns can use the science console (and will automatically if they are assigned to researching work) to either hack enemy systems, or defend your own systems. Pawn intelligence will affect their hacking performance. Enemy pawns will likewise use their science consoles to try to hack you, and defend themselves. Be aware that SoS2 ships are not designed for this type of warfare, and typically only have a couple science consoles. Each science console can be set to a different type of offensive hack based on the systems you want to target.

Target
Effect(s)
Turrets
Disable between 1-4 turrets on the enemy ship for 30 minutes
Engines
Disable between 1-3 engines on the enemy ship for 1 hour
Shields
Cause breakdown, lower shield radius to minimum for 15 minutes, or build shield instability which makes the other two outcomes more likely
Life Support
Disable life support for 1 hour
Torpedos
Create mechanical fires near enemy torpedo storage areas
Doors
Take control of between 1-6 doors on the enemy ship
Reactors
Add moderate reactor instability, disable the reactor for one hour, or add major reactor instability
Shuttles
Deal ~25% component damage to between 1-3 enemy shuttles
Countermeasures
Defend ship systems against enemy cyber attacks

This mod is safe to add mid-run.
热门讨论 查看全部(2)
4
10 月 2 日 下午 3:15
置顶: Balance
annihilus
0
11 月 10 日 上午 8:51
Harmony patching lag
Grimdoll06
18 条留言
Cookiefall 12 月 11 日 上午 8:52 
any chance you could add the option to manually select none hacking mode on the console/core thus disallowing your colonists from hacking if desired?
Marsianer 10 月 17 日 上午 8:57 
Looks like its causing errors with outer rim - droid depot, every droid that even slightly interacted with science console will refuse to recharge ever again, and there is no logs, which is pretty strange
Pasaway 10 月 11 日 下午 4:13 
Thank you for this. I was trying to use an OP Cyber hacker to see if it would make a difference, and it didn't seem to. I am going to add more researchers to the mix. Thank you.
annihilus  [作者] 10 月 11 日 下午 4:06 
I am working on a better solution to the operating turret issue. The way it works internally is pretty simple. When a science console is manned by a pawn during a ship battle it will generate "hacking points" every ~15 in-game minutes. The number of points generated is based on the intelligence of the pawn. The values are:

1 hacking point for less than 6 intelligence
2 for less than 10
3 for less than 14
4 for 14 or greater

Each hacking action costs a certain amount of points:
Turrets: 2
Torpedoes: 4
Engines: 4
Shuttles: 4
Countermeasures: 2
Shields: 8
Life Support: 8
Doors: 8
Reactors: 8
Pasaway 10 月 11 日 上午 2:55 
I am curious. How is the hacking calculated?
It is a fixed rater per console?
Does intellectual skill matter?
Does Manipulation or anything else factor into speed?
Pasaway 10 月 11 日 上午 1:58 
I notice that pawns like to stay at the science stations "operating turret" long after the battle is over. Would there be a way to interrupt this?
Pasaway 9 月 28 日 上午 7:38 
Nice.
annihilus  [作者] 9 月 28 日 上午 4:35 
New update - tweaked the way that shuttle hacking works (its less OP and less buggy now) and added a new UI element to display the hacking status rather than spamming messages.
HYDRA 9 月 26 日 下午 7:37 
this is fire
annihilus  [作者] 9 月 23 日 下午 5:21 
No, there are no cross mod integrations with anything other than SoS2 at the moment. There are no enemy ships that would use a rimatomics reactor so the player would never really get to use such a feature.