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As far as i know:
You can be a xeno-human (for example a genie or a hussar), a mechanitor, a empire noble, a ideology role (leader, moral guide or some sort of specialist) and a sanguophage (vampire) all at once (sanguophage being a bit special and being able to be another type of xeno human at the same time).
Combine that with being able to select traits and passions if you raise a pawn from childhood and you can potentially create a super pawn beyond anything possible thus far.
Imagine for example a Hussar Mechanitor that has the Tought trait that is also a Empire Noble, Shooting Specialist and Vampire leading a swarm of combat mechs. Heck i think you might be able to throw in some additional gene modding on top of that.
I did The Sanguophage start, so you start with a vampire. On my starting map was an object called: "Ancient exostrider midsection". You attack it and below a certain hp threshold it starts to spark and hiss like a mini-turret about to explode. Run away and afterwards retrieve the mechanoid transponder (which will be undamaged from the explosion). Research it at a research bench to unlock a quest to call down an ancient mechinator ship. This ship will contain some mechs, in my case (Cassandra on strive to survive difficulty with 48000 wealth) it was a single scyther. Kill the escort and perform 'extract mechlink'. You can then install it on any colonist, including your vampire. You immediately get a single lifter-bot to start your robotic army. You don't get any technology though, so you have to research it to be able to create more and recharge them efficiently
Now personally I am going to give the mechlink not to the vampire, but instead to another colonist. Vampire runs have this tense period where your vampire is deathresting and raids are harder to defend against. During a deathrest your vampire will be downed and cannot command your mech army, so in my run I want to have my mech army to defend my resting vampire.
Can confirm. Your mechs will do their jobs just fine while your mechanitor vampire is in a death rest and won't go feral due to it.
HOWEVER, you won't be able to draft them, which significantly reduces their ability to fight off raids. Mechs with non-combat jobs will just take a beating while pure combat mechs randomly roam around the base and maybe attack enemies they see. I've had ranged mechs go straight to melee attacking enemies instead of shooting them. So probably better results with scythers.
And if you like to save on toxic waste by assigning drones not being used to the dormant charge group like I do, there's a weird bug where you can't change their group back to being active by selecting the mech or your downed mechanitor, but you can with the mechs menu on the UI.
Recommend making "guard zones" at base entrances and restricting combat mechs to them while you sleep (make sure said zones also have charging stations). Its still not optimal off course, but way better then just letting them roam around and be picked of one by one.
i have also tested this. this also includes using cryptosleep caskets as well