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报告翻译问题






It doesn't match the timeline or canon, though.
Also poor Tech keeps getting his butt kicked by commando droids that run into Drin, poor guy.
I love it that even the amount of changes grows, mod still has a cute 1,5 Mb size
I'll try to do some experiments in a few days, maybe I'll find out.
Also I'll gather some statistics and data about blasters vs armour issue (:
I hope we will work smth out
Commandos, captains and battledroids, will have MKII and MKIII 40% and 50%. They also only have one layer of armour. Try to play with one, the are underpowered.
On top of that, squads only have 1-5 super droids :P
Yes, since release, their armor have more armor against blasters. They are still very weak on meele, i promisse i will test a nerf on the MKII and MKIII. But i think they are fine, honestly ^^u
didnt understand a ♥♥♥♥, sorry ;-D
nah, the game is same, I didnt start new one
B1 battle droid and B2 superbattle droid, most of them have not so high quaity modules... dont remebmer MKI or II. But its strange that this fragile B1 gets 10-15 0dmg shots from clones squad!:)
And I repeat, its strange that Spec & Master graded best ingame guns with 80-100 range weapons skilled units do 0 dmg to anything other than ♥♥♥♥♥♥♥ tank :P
No issues with the changes you have made, I was never entirely happy with how they worked in game.
I currently have no plans for the 332nd most of what I did do was change existing NPCs into clones resulting in an effective clone faction. If I do anything it will be to rename the associated factions.
Huge thanks for your work! i couldn't figure how to replicate your work, but i sure tried xD
Yes, i.. tweaked the stats and the blueprint on your armours. Hope it doesn't bother you :P
If you.. by any chance, have plans for the 332nd.. don't drop the idea C:
@Dvatrij
V2 doesn't tweak anything in the armours. I need to check the blaster numbers yet, but i don't think i'm buffing, i think you are experiencing the hole "I reverted most of the global settings" back, since you started a new game :P
Droids only have one layer of armour and it covers very poorly, specially the legs, if you see any droid that is super though write down the model of his defence module for me. Jedis i'm not touching, i already nerf them.
Still looking for those files maybe one day i will find them.
Droid armour, jedi/sith robes got so high ranged defence that they're getting mostly 0 dmg from shots. Melee combat Jedi / sith save the situation but I kinda miss it when at the start I was forced to sneak and crowl affraid of being shotted.
Give blasters more damage please!:)) Or reduce the defence...
Actually only highly armoured clones, mandalorians and most tough droids should withstand rapid laser fire(: force (lightsaber) users could deflect it (btw I have an idea how to make it happen in Kenshi:) ) ...
Vader is kinda OP recruit from Black Desert city, he doesn't affect anything and have no special dialogue lines unfortunately (what a shame!)
He doesn't even react to Palpatin, Obi Wan, Ahsoka, ... and his light-sided version lol.
But still I like to play for him because he's so badass :))
Palpatine (nexus too) mod is a little bit more interesting but still doesnt change much. And Palps has no force lightning so also not so cool as it could be.
Wookies! So your balancing them. I know at least two wookies that are crazy overpowered.
1st one is Thrax from jedi hideout. He's got 400+ strength when joined me for jedi quest. Due to kenshi xp formula after 104 it goes nuts. So on 100 ingame days after he's 548 strength.
2nd I don't remember, one of Solar or Falcon Hunters. Also 200+ Strength recruit.
I know wookies are supposed to be strong as hell but where's the limit xDDD
I don't have vader's mod installed and i don't think i've seen a dependency so far.
I've never tried to apply a backpack mesh in the belt slot. i could try~
they should be a part of armour (2 versions - with and without cape) or go to belt slot...
or have 1*1 place inside and take 1*1 place at inventory as it was made at UWE mod, for example, so you can wear cape as a style part but still have a backpack or quiver for arrows (or ammo belt, etc...)
No worries, it was just fun that I myself pointed to unbalanced capes and instantly suffered from it's been fixed :-D
R.I.P. capes so... x)
Right know I've made small patch making vanilla thief backpack smth close to what I want.
(because I don't know how to import item from project kathun or another one without FCS yelling about missing mods. I'm afraid of breaking smth, so vanilla edits are my way xD)
I like the design of Spec Ops pack, for example...
And I'm deffinitely NOT reminding you that Vader's Cape (from Nexusmod, not steam one, dunno why author of project Kathun 2.0 linked to nexus version...) still has 100% reduction and screen size :-P
You were the one who pointed the capes. i'm working your suggestions dude, idk what to tell you.
if you load your last save with a little cheat bag mod after my mod, it will recover your items.
Damn it! ;-D
*no it didn't kill my saves...
Or as a temporary solution I can just load revan's mods after yours.. maybe...
this is not cool! :)))
(although I hated how they look like..)
I guess it forces me to make a small cheat-bags patch for myself or unsubscribe, move all my stuff from capes to storage and then resubscribe... ;)
Because now I have ~30-40 warriors with pretty sfuffed up "backpacks" and loading savegame will result to loosing some stuff and ammo! xD
And making ammo to 1k shots and than back also leads to some pain :P
Dude, I thought we're on the same side, why do you killing me like that *kidding
I really hope anyone's using capes.
He's standing at Rebel Recruitment Center at Hub :)
But he has no dialogue button for me.
(I have no Clones at squad although, I'll try to get some.)
Maybe I should kill him and do import so he can respawn at Drin and get his dialogue...?
There are some utility mods below yours, but I doubt they affect smth about Rex.
Anyway, new buildings at Drin are present, so its only NPC spawn problem, I guess.
I've tried import with resurrecting dead NPCs, just in case, Rex still wasn't there.
Only two clones npcs inside building, recruiter and vendor...
And even more weird things. I've left one character to recruit Revan, but after installing this mod I've realised that both Revan & Simion are disappeared and the whole their camp is DEAD :)))
Have no idea what killed them but it's funny:)
P.S. May I ask you to give me a screenshot with Rex?:) Maybe I just cant recognize him.
i'm testing live version to see if there's any isssue, wait ._.
And there's no body! ;D
He should be right inside Rebel Recruitment Centre at Drin?
4) looking for Rex right now, game crushed lol :-D surely, I love giving A TON of feedback as you might realize ;)
5) I'm not sure about origins of sword-baton (sounds awesome btw). I've just been surprised when found it. Also there are two Unique versions, 1st is blunt weapon (tengu prison overseer's) and 2nd is a sword (dont remember where I've found it xD)
6) Darth Vader cape is from nexus linked mod at Project Kathun (Clones) modpage here at workshop. And Revanshists Cape is from one of revan's mods from the SW collection also linked there... :) Please dont change them lol xD
Looking forward for recruitable Asaji and Ayla *_*
Havent met 1st one at Bast (again) and Swamps are too big to search for the 2nd... (:
Today or tomorow i'll update. Changes to mongrel, wookies and a couple of fixes.
Also just want to say, thank you, and I'm really impressed with everything you've done. It's awesome that you added Rex for us (legendary move) and I'm excited to hear you are working on Ayla and Asaji, and that you fixed the slow clone issue (that one is huge). So thank you so much for making this.
5) The sword thing in the baton.. did not noticed untill now o.O it is like that in kitya's kathun too? i'll give that a look. I chosed the baton cause it is not that used in the world. I balanced the damage and the bonuses so the clones were not super op. If i edit knifes is gonna be a party.
6) wha? where do you find those? xD i'll check on the capes, maybe a shorter space like the mandalorian jetpacks.
And the 6x3 thing is present on bandoliers and alike only.
Sabers.. you see... what javi did was give all sabers indiscriminately 30% armor penetration. I identified that Kitya had a damage/penetration pattern and applied it evenly to the added lightsabers. So in this rebalance, the saber's stats and damage are directly dependent on its quality and not its model.
I find it difficult to nerf them, it would be easy. But I think many players enjoy them.
2) That blueprint.. i removed it O.o you found after installing my mod? Where? The clones armour blueprint can now be purchased in the republic recruitment center. It is one for the 104 batallion, one for the 212 and so on.. aditionally there's a researchable one, al tech 3, that gives you the basic armour.
3) hehe, you're welcome nwn
Agree with Dvatrij about the clones using vibro knifes, more like Hunter. But also don't forget the clone that punched a droid. Dude is a legend.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2996634969
not sure how they would work together, do you expect any conficts?
P.P.S. ClonE, not Clon :)
Also they use some martial arts as we can see in original series (:
And Baton in Project Kathun has a sword class dunno why. It should be a blunt weapon :(
6) Bags. Actually most confusing for me.
Problem: almost all my troops are running around with revanshist cape.
It's quite unbalanced. Very stackable and 90% weight reduction.
In the same time, Revan's cape has a stack size 2 and 50% weight reduction ;-D
Also Vader's cape is a huge fullscreen backpack with 100% weight reduction.
If you've changed those ones, I'll loose my stuff, so please reply;)
P.S. Not sure I've understood correct, but 6x3 space is way too small.
It would be nice if you give a list with exact info about bags (before -> after)
thank you again:)
And there's still an ancient sith sword with 4.00+ blunt and cut dmg, Vader do 1-2k+ dmg with it. (!!!)
Although I haven't tried yet, maybe dmg would still be decent, my guys are tough and geared:)
2) I've got one blueprint "Clone armor" which I cant use because I have no technology "Republic Equipment". And I cant research that technology or find a blueprint for that.
Seems like you've fixed it? Or maybe you could:)
3) Thank you so much for no-snow in Bast. :-D
4) Great news about Captain Rex, I haven't even known that he's in game.
Speaking about heroes & recruits.
Maybe you could adjust chance of spawning unique patrolling squads of Asaji Ventress (Bast), Ayla Sekura (Swamps). I've tired of running around for those two xD
I almost instantly subscribed when I've read about snow in Bast :-D
Most of changes sounds great and I'm up to test it.
But... I've got some questions. And (I dare to!) some requests ;)
Maybe it's better to start a forum-discussions but I'll try to put my thoughs in comments for now.