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it the armor name changes depending on which one i try to equip.
Even a lion kill the pawn with a warcasket when i try it in Dev mode.
@Oskar Potocki Please check the current parameters of warcasket's for relevance in the game.
Even standard high-level armor sets (including vanilla power armor) show much better results in combat than top warcasket's sets.
When installing warcasket's on my colonists, I want to get a real result on the battlefield. And if pawns in power armor are considered "thunder warriors", then I want to see pawns in warcasket's as primaris space marines!
I lose them as workers, but they still need food and conditions. I lose rare resources for creating armor.
I condemn pawns to guaranteed death in combat, but ... they are easily killed by mad gazelles, and personal shields do not work.
The same applies to specialized weapons, for example, the "warcasket gravity hammer", which does less damage than expected.
This is clearly not something you want to get when playing in the endgame.
Special thanks for your mod series - you are a gem! =*
I notice when you try to arrest hired pirates they fight back even on 100% arrest chance. I believe this is intentional because it would be way easier to just hire pirates like this all the time then arrest them and do whatever you want. But i found out i can just anesthesize them and then recruit them as prisoners. Even the ones with warcasket... I don't want to be a fun police but i think taking them as prisoner should have more serious consequences. Maybe their close friends can retaliate or pirate faction just outright refuse to work with me for a year. Currently doing this has no punishment.
Being a pirate is alright with me!
Do what you want, 'cause a pirate is free!
You are a pirate!
What doesn't seem intentional is that they both also had the Colonist backstory, which states that they "became an adult in our colony".
It also says that they belong to our faction for as long as they work for us, but I'd imagine that makes sense.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
VanillaStorytellersExpanded.RaidPatches:.cctor ()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (System.RuntimeTypeHandle)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.StaticConstructorOnStartupUtility.CallAll_Patch3 ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_4 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()
Not sure what it measn but VFE Pirates is named figured id let you figure out if its an issue or not.
Tldr: if using "Hire Empire" by Broms concurrently with VFE-Pirates you will only be able to hire one faction or the other, not both.
At which workbench can I craft warcasket weapons, once I researched them?
If your hired pirate gets kidnapped, is there no way to cancel a contract?
Also, does hired pirates count as colonist deaths towards Adaptation Mechanic?