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I removed the drones using character editor and was able to draft the two again.
Shield drones: each drone produces a shield
Recovery drones: For search and rescue, temporarily resuscitates a downed pawn
Survival Drones: Collecting gaseous material, can reduce a pawn's need for food
etc
And honestly I'm not sure whether it's safe to swap these out or not, a few drones that are in cd1 aren't in cd2 (yet). Also I'm pretty sure they have different defNames now.
It probably won't destroy your safe, but your current drones will be gone, they won't be replaced with the new ones sadly.
And relatedly, is it safe to remove this one mid-game and swap over to the new one if need be?
It's not out yet
I could go in detail how the stuff is going to work in Combat Drones 2, but I think this will make things easier: https://streamable.com/744emj
I hope you continue working on this, as the mod definitely would need a little more polish. Sometimes drones dont function as intended and refuse to shoot at all untill reload. While on the field and manually controlled, the pawn can either shoot with one drone OR his main weapon, but not both at the same time.
When approached by enemies or acting on KI, it seems to work without issue so far and drones fire alongside main weapon.
More variety and special effect drones would definitely be nice to have. Comton as some nice suggestions going.
Few suggestion :
- Cryo drones based on Viking Expended ? Maybe other elementals ?
- For your large ones : gatling / grenade launcher ? For grenades maybe a link with the grenades that the pawn have in his inventory with a switch button like the omnitool power in RimEffect
- Drones with the Omnitool powers in RimEffect : Overloading/Cryo/Shield....
- In the following, drones with passive abilities : shields, proximity emp, aim boost...
- PsyDrones ? With Royalty content
A lot of possibility :) Keep going !
the error log: https://justpaste.it/85nnm
And Modsuggestion to add: The Rimsenal section has some great Weapons: Maybe a Large Molten Cannon Drone.
Basically every drone variant has a seperate hediff for each slot it takes up. A normal/medium drone for example has a hediff for the primary slot and another one for the secondary one. If you change the value of the primary slot but test the drone out using one installed in the secondary slot then you won't notice any difference...because there isn't one.
Changing the <defaultCooldownTime>4.0</defaultCooldownTime> didn't have any effect. Thanks.
Love the mod.
The moment MVCF (it's part of the VE framework by the way) updates I'll make it so the drones are only rendered when the pawn is drafted.
Cuz yeah, I alsoo find the drones being glued to a colonist 24/7 kinda weird-looking.
"NAME likes to fight up close and personal. S/He's accuracy is greatly increased in melee combat, but s/he'll be very unhappy if asked to carry a ranged weapon."
so since they aren't carrying it its fine, or maybe just make it a config and up to the player. :)
@HappyTrigg oh yeah adding a drone with character editor is easy, but removing it might be a bit tricky, the hediff disappears but the drone does not. I recomment just removing them via an operation (spawn the stuff, then use Character Editor to wake the pawn the hell up after the surgery)