Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Far more dangerous than anything else in the mod or base game.
Regarding the advanced sectoid, it's a VE mechanoids compatibility thing, but since the mod is discontinued for 1.6, they only appear in the 1.5 version. Advanced aides will come into 1.6 along with advanced templars and advanced skirmishers once VE Mechanoids 2 gets released
As for the ways of uncovering the infiltrators, any disguised raider will periodically emit a red radio wave mote above their head. Shooting them with EMP will put them in an unique form of brainshock with an altered description for a prolonged time. If you have anomaly, you can perform a medical examination then to uncover the raider as an infiltrator (ofc they must be captured or recruited for that). After that, a surgery option will appear that lets you destroy the infiltrator without awakening them. If you don't have Anomaly, that surgery option will be available as soon as the pawn enters the state of "brainshock"
Fun mod :D
literally best friends with this guy
halfway through the raid he and like three other guys start to rip their skin off and it's just a bunch of infiltrators
It is an option. Just press right click on the ability icon to turn the autocast off, the ability description says as much
Carl tested the mod with it and reported no issues, so I believe it can work
Sadly it's not an option. UI code is notoriously tricky to implement even to experienced C# coders, nevermind to a greenhorn like me
Thanks for this amazing mod. I greatly enjoy it despite the complaint
I'd love to do that, but I do not have the C# skills necessary to make it a reality right now.
(It would be great if they didn't just spawn ripperlings out of pawns based on number of hits, but turned them into unique shamblers which after a while spawn ripperlings, as it was in the games. But it's difficult to implement, and besides, the existing content is very good.)
My apologies, I forgot to change the values from tetsing. Just uploaded a fix, infiltrators should be now far less common
The fixes work. Thanks for your quick response and hard work.
The red errors should be gone, and the constrictor properly gestatable and ressurectable
Thank you, I'll look into it right away. As for the constrictor, it is intended to be gestatable, I appologise for the oversight
XML error: <canTargetSubhumans>false</canTargetSubhumans> doesn't correspond to any field in type TargetingParameters.
from
1.5\Mods\Biotech\Defs\MechanitorImplants.xml - IM_SystemInterlink_1 (2, 3)
1.5\Defs\AbilityDefs\Abilities.xml - IM_SystemMerge (IM_GrapplePull, IM_CrushingBind)
And is it intended that Constrictor can not be built in gestator? Infiltrator is available but not for Constrictor.
I go on every mod to add to the 8 other people saying 1.6 because that make modder go faster
what u mean on 1.6 already???!$!