RimWorld
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Mechanoid Recon Hive
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Mod, 1.2, 1.3, 1.4, 1.5
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31 июл. 2021 г. в 18:43
11 апр в 4:24
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Mechanoid Recon Hive

В 1 коллекции, созданной wanost77
Wanost's Mods
Предметов: 4
Описание
The urgent rumble of a crier's drum could be heard over the commotion of the outlander market. A young woman stood on a box of muffalo pelts with a basket of fliers at her feet.
"Mechanoid hive ship spotted in the night sky! Astronomers council reports two years before planetfall!".
Worried murmurs fluttered throughout the gathering crowd.
"Strange mechanoid scouts killed outside of Lindsey City! Bearing foreign insignia and equipment!"
With urgency the market shoppers began tossing silver pieces at her feet and picked up fliers from the basket.



Adds a new independent mechanoid faction made to break through heavy defenses and fortifications.



A massive mechanoid resembling an arachnid. They can be quickly deployed from orbit or by air acting as fire support and transport for the shockmech squad.



These plasteel behemoths are tough but still light enough to be airdropped and quickly move cross-country. The Scarab's sloped hull is made to absorb damage.


Mechanoid infantry used to scout enemy positions and break through defensive lines.


Mods used during testing/in screenshots
Комментариев: 103
jupiter 1 ноя в 21:17 
i mean, its a giant mobile weapons platform the size of a tank. i dont know about you but id put as much armour as i could on something that big and expensive
fatalerr420 28 окт в 13:43 
I feel like the Lycosa needs a serious nerf, 30mm is a lot of armor....
wanost77  [создатель] 12 апр в 13:07 
I can't wait to see where vehicle combat goes especially with CE.
Benjamin Proverb Test 11 апр в 10:11 
Given the relative lack of modern tank like armored vehicles in Rimworld, I think it could just be there was not much of a reason to have them. With Vehicle Framework allowing for locational armor, armor damage, locational components... there finally are a few with the 500 to 750mm RHAe to make something like APFSDS tank rounds useful over HEAT, so maybe CE will come out with them in the near(ish) future
wanost77  [создатель] 11 апр в 4:27 
@Benjamin Proverb Test
Interesting, I always wondered where the sabots were in CE
@none
Thanks! should be fixed
none 25 мар в 5:29 
i received a patching error with sds urbworld weaponry: [Mechanoid Recon Hive - Start of stack trace]
Verse.PatchOperationAdd(xpath="Defs/RecipeDef[defName="ResurrectMediumMech"]/fixedIngredientFilter/thingDefs"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=1
Verse.PatchOperationFindMod(Urbworld Weaponry SDS): Error in <match>
[End of stack trace]
The top operation is the one that failed, the ones below it are the parents
Source file: C:\Users\myshk\Desktop\Steam\steamapps\workshop\content\294100\2562716978\Patches\SDS_Mechs.xml

i can send the full log if this means anything to you
Benjamin Proverb Test 2 мар в 21:50 
the armorPenetrationBlunt looks correct based on real world numbers, but it is more then 10x the highest value for any blunt penetration in built in CE ammo (about 45000 for the 76.2mm AT gun). I wonder if it simply scale too fast as they have 90mm, 100mm, 105mm, and 120mm tank guns but no kinetic AP ammo for them
wanost77  [создатель] 4 фев в 10:39 
@Laurie It should be but please let me know if there's any issues
@SomeCasualGuy I apologize I'm not sure how to fix this, It might be because of their secondary weapons. Ill take a look when I return to this mod
@Datboi I like the biotech boss fights, that is a cool idea!
@Miso Its based off of the M829 sabot but when I return to this mod I'll give it a 3rd pass
Laurie 15 янв в 12:54 
Is this fully compatible with CE yet?
SomeCasualGuy 26 ноя. 2023 г. в 19:24 
whenever these mechanoids downed their weapons disappeared