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As for anti-grain warheads, they're not powerful enough to really do much to this faction. Base game they'll wreck anything, but VOID members all have implants that give crazy armour bonuses, plus the armour they have equipped, AND potentially resurrection stuff on top of all that.
Like if you want them to survive a missile, fine, that's cool. I'm OK with it being a costly resource sink at the expense of safety, if I have to bombard the group with like 10-20 missiles. But to have them take literally NO damage from a missile impacting directly on their head doesn't make sense. I spent the several thousand silver getting the resources to put those missiles together, I don't think it unreasonable that it does SOMETHING besides put a new skylight in their roof.
Just saying wish have that options for the raid alert sound can change to vanilla.
Combine those with some high-end weapons (the M87 anti-materiel rifle mod, or something like Celestial Manufacturing Corp) and you can send a single colonist in to solo a VOID base. You might also want to take a look at the Cosmic Odyssey mod series, which has some neat stuff in it that can also help. Basically, the above mods can let you take aiming time to 1%, which turns high-powered single-shot weapons into VOID-killing machineguns :)
Honestly, the whole point is to put together an OP mod pack of your own. I've killed VOID using a bunch of different things, including building an SoS2 ship and using that to destroy them with capital ship weapons. But the number one mods that let you go toe-to-toe are GiTS Cyberbrains, specifically the top tier HADES combat brain. Greyscythe Cybergenetics and Bionics, specifically the hyper tier transcendent bionics. And for extra oomph, the Archotech genetics mod that allows you to kit out your people with skin that provides 150% armour and other bonkers boosts.
I also had the bright idea to try nuking one of their bases with the Liberator from RimAtomics. Nope, VOID have missile defences, lol. Not even joking, the game said the missile was shot down, so clearly the mod has patches for other OP mods to ensure you can't cheese VOID bases too badly ;p
But I got the smart idea of trying to raid their base from a completely different map using missiles, I dropped an antigrain missile directly on them from across the map and literally nothing happened.
I'm not even mad, just bewildered at what I'm supposed to do without actually sending a pawn in to get murdered. Is there ANY sort of missile or shell that actually works on these fuckers? At this point I really don't know what I'm expected to do here.
@Humble - None of the implants have any hidden negative effects (not that I've observed, and I've played dozens of hours against VOID).
I'm guessing it's a storyteller issue, because I normally only play on Randy Random, and he doesn't send events on any particular schedule. A storyteller like Cassandra probably has a higher chance of firing this event simply because she sends events on a consistent basis. I wonder if Perry Persistent might screw me over if I used him with VOID, since he's all about sending lots of events. Might test that at some point, heh.
Should be possible to disable via scenario editor?
Also, when a planetkiller event was triggered, after defeating the enemies and leaving the map, the additional game didn't close properly. Was this just bad luck on my part? I had many mods enabled in that case.
1. I kill them
2. I strip them
3. carry their corps to blast room
4. blast their corps to non-existence
if they resurrected between these stages immortal suprasion squad will neutralize them with charge shotguns then we continue where we left off.
https://lurl.cc/9UVdG
@kanid69 - Should be a mod conflict yes, there's no reason they wouldn't spawn with implants because every pawn in this mod is set to have implants. If some other mod assigns pre-coded pawns to VOID or whatever then they simply won't have the same rules as the pawns already coded in this mod
@ANDYGAST - N-4 creatures are man made horrors, the anomaly entities are ancient creatures made by some dark archotech (darkotech) race. VOID would be post-human but the darkotech are not likely human. This is the difference, and I'd argue the only people who only need to contain the N-4 are those who don't know what VOID would already know
@Mr. J Soda - Hey mate. The thing is I'm going by reference from a source material. Dead Frontier had no vehicles, VOID didn't use mechs or vehicles, they just shot things. Think of it like Kryptonians or Viltrumites, they're post human and didn't use vehicles. That's just how their thing is. While yes technically we can argue they use them to go around, if we had actual ships and I could design them we can make them whacky cthulhu lookin' squid ships. So no, I'm not planning vehicle framework support, besides the fact that Vehicle Framework to me is like trying to support CE, it's having to figure out someone else's mod when I still have to catch up sorting my stuff out
...Least the helmet is in the correct position now. thanks Chicken.