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报告翻译问题
If anything it's something more fitting for addon to have male versions for dresses, ideally each based on different suit style to look distinct.
Too bad about lack of prestige variants though.
While I understand that more "mundane" (for a lack of a better term) suits and uniforms don't have those, SERAPHIM undersuit and Angel Leader uniform should have either prestige versions or inherently be prestige outfit on it's own, given that it is considered leadership gear.
Now where are the battle butlers!
@crashfly - I've mentioned this in the past, but I will not likely be making any psycaster variants myself; I don't personally play with Royalty and no matter how high tech they are, maid uniforms are for servants, not nobility. It doesn't make a lot of sense for me, but I am not opposed to someone else making a patch mod to change this. :)
TL:DR this mod is for ultra late game colonies. Even if you deliberately intend to use this mod on a 60% difficulty run you'll beat the game before this armor becomes best in slot.
The +2 to melee and ranged accuracy aren't as impactful on dps or accuracy as bionic arms would be, though the -10% aiming time is an appreciable dps increase of about 5% depending on the gun. It's really the -50% flammability that makes the angel and guardian combat uniforms unique, as the vanilla equivalent is just using bionic limbs (4120 silver) and excellent flak vests (335 silver). (don't have to protect the limbs if they're already bionic, gives better dps bonuses and dodge chances too)
Those +# to stats are effectively offsetting your pawn's level by that value and those functions have diminishing returns from levels. at 20 melee the armor's buffs are halved and a single bionic eye is 75% as good as the buffs.
I don't mean to bother you though. The mod is wonderful and I'll just tweak the values on my end so that I can enjoy it the way I play rimworld.
https://pastebin.com/qswB0bRg
I want to use AI to enlarge the resolution of the textures of this mod... and then upload it to the creative workshop. Can I do that?
My legacy mod list uses Combat Extended, in which CarryingCapacity directly affects the inventory system and thus is far more powerful. I do not personally use Vanilla Expanded and thus have no reason to add it as a dependency.