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Vanilla Races Expanded - Hussar
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Mod, 1.4, 1.5, 1.6
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2022 年 11 月 26 日 上午 5:05
7 月 8 日 上午 8:21
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Vanilla Races Expanded - Hussar

在 Oskar Potocki 的 2 個收藏中
Vanilla Expanded
110 個項目
Vanilla Expanded - Empire playthrough
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描述
[www.patreon.com]




See change notes



Vanilla Races Expanded is a brand new series of mods to enhance Biotech features, add to the storytelling and the world-building of RimWorld, and to introduce new, cool types ofxenohumans, complete with their own unique genes, behaviors, mechanics and items.

This mod expands on a xenotype of Hussars with brand new genes that are aimed at making this xenotype feel more fleshed out, rather than just 'good combat pawns'. It also adds a brand new xenotype of Uhlans, rare and strong soldiers fueled with luciferium.

Uhlans are a side-development from captured hussars, turned by certain elements to become a counter to the military-developed supersoldier programs. Their genetic dependence on luciferium is both a deterrent against capturing and an improvement to long-term usefulness.

Appropriately named demons for their permanently flushed skin and intense bloodthirst, uhlans are incredibly resilient and specialized in certain styles of combat. Quite often they are decked out in heavy armor, in which they can charge full tilt at their intended target.

Extremely specialized and on a permanent hair-trigger, there has been much speculation that their development was sponsored by megacorporations as part of the latest arms race. No substantial evidence has been presented to support these claims.




Vanilla Races Expanded - Hussars adds following mechanics to the base game:















[forms.gle]



Q: Will this mod work without Biotech DLC?
A: No. It uses the new gene system to work with Biotech.

Q: Will you make a HAR version of this race?
A: No, this is exclusively for the Biotech DLC.

Q: Do these genes appear in genepacks in the game?
A: They do! You can find the individual genes and apply them to any pawn! Except for the weapon aptitude genes - since they are autogenerated, and there is so many of them, they will not populate the genepacks.

Q: Can I find this race in the game?
A: We made sure that each of our newly added races appears either in their own new faction, patched into an existing faction, or both! Simply add this mod and sooner or later you will see the xenotype pop up!

Q: Can I add it to an ongoing save?
A: Yes, but I don’t think you can safely remove xenotype mods, so don’t come crying when your game breaks if you remove mods!

Q: Will this mod affect existing hussars?
A: No, it will only affect newly generated hussars.

Q: I have a suggestion!
A: Excellent! Pop it in the comments section.

Q: CE compatible?
A: No idea. If it is, I’d appreciate if someone from CE let me know.




Graphics are created by Oskar Potocki.

Code work by Taranchuk and Sarg.

Xenotype description by Reann Shepard.

XML by xrushha.

Storyteller artwork by vitalii, with tweaks by Visandar.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]
291 則留言
jotek2000 10 月 11 日 上午 8:54 
Hey, I've noticed a thing about the metabolic efficiency of this xenotype. When I checked Hussar's genetic composition in xenotype creator, it showed 0, just like in your mods description. However, when spawned in game, Hussars have -3 efficiency. It is because weapon aptitude gene is not actually visible in the editor. I guess it is because this gene only gets applied to pawns existing in-game. This makes them less usable, and looks a little bit like a bug, as it's contradictory with mod description, but I am not sure. Did anyone else notice this or is it just me?
totalledcord 10 月 9 日 下午 3:45 
are unique weapons affected by the weapons gene? I don't know if they are considered different weapons.
Elkones 10 月 3 日 下午 4:17 
Extremely minor feedback but on the graphics that show the genes on this page, Hussars have Tox Resistance. However both in the vanilla game and your mod Hussars don't have that and instead have partial Antitoxic Lungs.
Also your icon for cold tolerant has the arrow going the wrong way compared to the game but it might be more logical the way you have it.
Sarg Bjornson  [作者] 9 月 19 日 上午 5:22 
I just tested, and there is nothing wrong. Test with only this mod active and you'll see
郑哥 9 月 19 日 上午 5:18 
The third image in your mod's description—the one showing the location of the weapon talent genes—has generated the trait weapon talent genes from the Odyssey DLC at that position.
郑哥 9 月 19 日 上午 5:08 
It's indeed because this mod generated the new trait weapon talent genes from the Odyssey DLC. I just tried deleting all textures and regenerating them, but it didn't work.
Sarg Bjornson  [作者] 9 月 19 日 上午 4:31 
Do you mean the unique weapons? Those don't generate as genes
Sarg Bjornson  [作者] 9 月 19 日 上午 4:25 
What "trait weapons and genes"?
郑哥 9 月 19 日 上午 4:25 
I'll delete all textures and try regenerating them.:steamhappy:
郑哥 9 月 19 日 上午 4:18 
The newly released trait weapons and genes in the Odyssey DLC have no texture maps.https://psteamproxy.yuanyoumao.com/app/3022790/RimWorld__Odyssey/?l=schinese :meepdrool: