Steam installeren
inloggen
|
taal
简体中文 (Chinees, vereenvoudigd)
繁體中文 (Chinees, traditioneel)
日本語 (Japans)
한국어 (Koreaans)
ไทย (Thai)
Български (Bulgaars)
Čeština (Tsjechisch)
Dansk (Deens)
Deutsch (Duits)
English (Engels)
Español-España (Spaans - Spanje)
Español - Latinoamérica (Spaans - Latijns-Amerika)
Ελληνικά (Grieks)
Français (Frans)
Italiano (Italiaans)
Bahasa Indonesia (Indonesisch)
Magyar (Hongaars)
Norsk (Noors)
Polski (Pools)
Português (Portugees - Portugal)
Português - Brasil (Braziliaans-Portugees)
Română (Roemeens)
Русский (Russisch)
Suomi (Fins)
Svenska (Zweeds)
Türkçe (Turks)
Tiếng Việt (Vietnamees)
Українська (Oekraïens)
Een vertaalprobleem melden
2 questions
Can it be added mid-run ?
Does it contain new research trees ?
Clothing and weapons seem to be working and my militor medics work too.
And when pawn goes out to move something, it gets infected with a crimson virus, and 4% goes berserk,Isn't it too early to go berserk.
or can there be a treatment method or antiviral clothing
I've been playing a savegame for quite a while now, it was working flawlessly when suddenly the Kraltech Faction wanted to spawn a pawn who needs a high construction skill but was placing it in a newborn? Here is the Problem, Thank you so much!
Could not generate a pawn after 70 tries. Last error: Generated pawn incapable of required skill: Construction Ignoring scenario requirements.
Could not generate a pawn after 100 tries. Last error: Generated pawn incapable of required skill: Construction Ignoring validator.
Pawn generation error: Generated pawn incapable of required skill: Construction Too many tries (120), returning null.
Idk how to make a patch mod but if you run around in the defs and change the numbers to be more reasonable it should help with the balance of stuff like turrets & mechanoids
(for reference: The charge rifle in the base game has 0.4 accuracy at range)
do not expect further updates! :D
I'm dealing with early pirate raids where every raider has "super steel alloy" plate armor.
More specifically, a question about the armor and its protection against vacuum and suffocation.
@JCLKingu Will look at fixing today
@Mismagius Will take a peek at those i might have missed them going through it
Upon digging into it, I noticed that the eyes 'boost' shooting accuracy by x10%, setting it down to 2, as shifting him to bionic eyes after actually fixed the problem.
I'm not the best with math but doesn't x10% equal x0.10? Obvious potential of a mod conflict, but I'm curious if anyone else had the problem.