边缘世界 RimWorld

边缘世界 RimWorld

Mechanoid Invaders
150 条留言
Arlington 10 月 21 日 上午 3:20 
@.jpg CAN YOU READ? IT SAYS IT RIGHT THERE THAT ITS CE COMPATABLE
.jpg 10 月 20 日 下午 3:38 
will it work for CE 1.6?
GoofyGuy73 10 月 14 日 下午 5:22 
why... are they xenotypes?
Kenny Dave 9 月 24 日 下午 4:10 
The Howitzer is fast and accurate, so can't be dodged like mortars can. Jump, shield, melee maybe? 2 of them have just left my 2 heavily armored raiders near death from the other side of a mountain.
Kenny Dave 9 月 24 日 上午 1:14 
@Arlington the Bombardier also has the Howitzer, which has a longer range. I don't know how to tell the number but it's more than 50. It also shoots round corners, essentially. Thick stone roofs will stop it, I don't know what else. Impossible to sneak up on without invisibility.

Far more dangerous than anything else in the mod or base game.
Arlington 9 月 16 日 下午 2:44 
@joe2_4 the triple needler has a range of 45 and the mech will close to that distance. snipers also have a range of 45 so the counter is to use snipers/move up/start fighting around a corner
Lactating King 9 月 16 日 下午 2:41 
idk if this would be the right place to say, but i think the skirmisher and templars could go for a nerf in combat extended, they're really powerful for the point in the game which you can unlock them (standard/high mechtech)
Друманин Дрин 9 月 12 日 下午 1:31 
Haha, nice one. I like xcom content. Not sure about to use that mod yet. But its pleasure to see for sure
joe2_4 9 月 2 日 上午 11:43 
good mod but geniunely whats the counterplay to charge howitzers other then mortars and prayer
Elseud  [作者] 9 月 1 日 下午 12:46 
@Ridigan
Regarding the advanced sectoid, it's a VE mechanoids compatibility thing, but since the mod is discontinued for 1.6, they only appear in the 1.5 version. Advanced aides will come into 1.6 along with advanced templars and advanced skirmishers once VE Mechanoids 2 gets released

As for the ways of uncovering the infiltrators, any disguised raider will periodically emit a red radio wave mote above their head. Shooting them with EMP will put them in an unique form of brainshock with an altered description for a prolonged time. If you have anomaly, you can perform a medical examination then to uncover the raider as an infiltrator (ofc they must be captured or recruited for that). After that, a surgery option will appear that lets you destroy the infiltrator without awakening them. If you don't have Anomaly, that surgery option will be available as soon as the pawn enters the state of "brainshock"
Ridigan 8 月 31 日 下午 10:22 
also, what are the methods used to identify the Infiltrators? is it just dropping EMP shells on the raiders or something?
Ridigan 8 月 31 日 下午 10:05 
@Average Genestealer there's Sectoid Commanders/Advanced Aides? where?
Ridigan 8 月 26 日 上午 7:35 
@Phoenix-D I dunno, afaik the only resemblance they seem to share is that they're super heavy units.
Phoenix-D 8 月 26 日 上午 12:25 
Gotta be a sectopod, right?

Fun mod :D
Ridigan 8 月 25 日 下午 7:08 
I'm curious what XCOM enemy the bombardier is inspired by
Salt 8 月 23 日 下午 5:20 
Would you be open to adding the Crushing Bind and Pull abilities as normal genes for Xenotypes? Perhaps reflavoring the grapple as an actual tongue like the XCOM Vipers
Average Genestealer 8 月 21 日 下午 1:58 
I was wondering where Sectoid Commanders were, but it seems like they're the Advanced Aides. Really cool mod, it would be cool if we got Ethereals as a mechanitor set.
Average Genestealer 8 月 21 日 下午 1:56 
The Infiltrators are pretty cool. Robo-mimes.
Alpharius 8 月 18 日 下午 10:06 
imagine going to raid a colony and this guy you've known for like two years at this point is with you and your raiding group
literally best friends with this guy
halfway through the raid he and like three other guys start to rip their skin off and it's just a bunch of infiltrators
Elseud  [作者] 8 月 10 日 上午 5:03 
@God
It is an option. Just press right click on the ability icon to turn the autocast off, the ability description says as much
Elseud  [作者] 8 月 4 日 上午 8:07 
@Brother Tanithos
Carl tested the mod with it and reported no issues, so I believe it can work
Soterasiel 8 月 4 日 上午 7:59 
Do we think this would work with the CE Snapshot for 1.6?
Ratboy33 7 月 30 日 上午 2:03 
Commander, the aliens continue to make progress on the Avatar project!
SerratedSaturn 7 月 28 日 下午 11:05 
Is this compatible with alpha mechs?
Captain Thundercock 7 月 27 日 下午 10:40 
WOOOH MY GOAT UPDATED TO 1.6
Eclair 7 月 27 日 上午 11:18 
@Elseud Have you changed how to draw the mechanoid by any chance? Because new mechanoid textures seem to be surrounded by white jaggies. I am familiar with this issue, I always suffered when making mods. Thanks for the great mod though.
PKPenguin 7 月 26 日 上午 1:42 
Could try using Cherrypicker?
Elseud  [作者] 7 月 26 日 上午 12:26 
@Fluffer
Sadly it's not an option. UI code is notoriously tricky to implement even to experienced C# coders, nevermind to a greenhorn like me
Fluffer 7 月 23 日 下午 11:54 
Can I individually disable and enable certain mechs from appearing in game? For instance I am not finding Skirmishers fun for personal reasons

Thanks for this amazing mod. I greatly enjoy it despite the complaint
Asunib 7 月 23 日 下午 3:10 
all good man, everyone has to start somewhere :) looking forward to the future of this mod regardless, it's so high quality for what it is so far
Naraxa 7 月 23 日 下午 1:59 
While I agree with Asunib I absolutely understand not having the knowledge to make it happen yet. Hope soon you can either learn it yourself or get someone interested to help out!
Elseud  [作者] 7 月 23 日 下午 12:36 
@Asunib
I'd love to do that, but I do not have the C# skills necessary to make it a reality right now.
Asunib 7 月 23 日 上午 8:52 
i love the 1.6 update! are there any plans (and i know this is a long shot) to make the infiltrator some kind of stealth unit the player can use, like disguising as pawns from another faction and being ignored by them in combat?
dchy 7 月 22 日 下午 1:32 
Is there any way to increase the accumulation rate of reaper toxin? In my experience reapers create 1 ripperling once every 5 kills, and they don't do that much because of their fragility.
(It would be great if they didn't just spawn ripperlings out of pawns based on number of hits, but turned them into unique shamblers which after a while spawn ripperlings, as it was in the games. But it's difficult to implement, and besides, the existing content is very good.)
Elseud  [作者] 7 月 22 日 上午 11:57 
@Urek
My apologies, I forgot to change the values from tetsing. Just uploaded a fix, infiltrators should be now far less common
Urek 7 月 22 日 上午 9:58 
Is it possible to lower the chance of infiltrators? just started a new run and the first two pawns I recruit both turned out to be one. Feel like they should be a bit rarer than that.
Rako'Thurz 7 月 21 日 下午 8:41 
@Elseud huge thanks for the update, this is one of my favorite mech mods!
性感蛤P在线打枪 7 月 21 日 上午 8:41 
@Elseud
The fixes work. Thanks for your quick response and hard work. :steamthumbsup:
Elseud  [作者] 7 月 21 日 上午 8:17 
@性感蛤P在线打枪
The red errors should be gone, and the constrictor properly gestatable and ressurectable
Elseud  [作者] 7 月 21 日 上午 7:54 
@性感蛤P在线打枪
Thank you, I'll look into it right away. As for the constrictor, it is intended to be gestatable, I appologise for the oversight
性感蛤P在线打枪 7 月 21 日 上午 7:44 
Thanks for updating mod to 1.6, but I get some xml errors in 1.5:

XML error: <canTargetSubhumans>false</canTargetSubhumans> doesn't correspond to any field in type TargetingParameters.

from

1.5\Mods\Biotech\Defs\MechanitorImplants.xml - IM_SystemInterlink_1 (2, 3)
1.5\Defs\AbilityDefs\Abilities.xml - IM_SystemMerge (IM_GrapplePull, IM_CrushingBind)


And is it intended that Constrictor can not be built in gestator? Infiltrator is available but not for Constrictor.
Ishchyaboi 7 月 21 日 上午 7:38 
I'm still trying to figure out how to make a full XCOM playthrough but this mod is fantastic for taking me most of the way there.
TheGreenDigi 7 月 21 日 上午 12:16 
Just wanted to say, absolutely adore this mod. Such a unique and fitting way to integrate xcom aliens into rimworld, while also giving new cool mechs for the player to use an have fun with. The art is amazing, their mechanics are cool and unique for mechs while being faithful both to EU and xcom 2 aliens. Amazing job
Gerewoatle 7 月 20 日 下午 6:48 
Great update, and brutal-looking new mechanoids too.
Kimo' 7 月 20 日 下午 12:49 
Thank you for the update!
Elseud  [作者] 7 月 20 日 下午 12:41 
1.6 updatte is out, as well as 1.5 CE compat update (better late than never I guess). Sorry for the very late update, university was kicking my ass.
PyroRaider47 #ILikeIt0001 7 月 20 日 下午 12:38 
thanks mate love you :reheart:
Cookie of Fish 7 月 20 日 下午 12:38 
ermmmm 1.6 plox I am going to like sjdjdhdjsjsjhs if not the 1.6 dyehdjdj

I go on every mod to add to the 8 other people saying 1.6 because that make modder go faster

what u mean on 1.6 already???!$!
ゆきんこ 7 月 15 日 上午 6:39 
1.6 pls
易离 7 月 13 日 上午 12:27 
1.6 pls!