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Hope that helps
"My hunch is that if you try running the mod local it will sort itself out. Find the mod in your steam folder under C:\Program Files (x86)\Steam\SteamApps\workshop\content, you'll have to sift through meaningless folder designations. Copy the contents of the mod folder to the following directory;
C:\Users\USER NAME\Saved Games\Reassembly\mods\Blood Angels"
This should work and I'm not sure why. It was hard to get the building spawning to work for myself and once I did I've been reluctant to fiddle with it much...
How do the blood angel tears work, I deploy them but they don't do anything
some of the ships are missing, do you have to unlock all of the parts first?
Your issue is a new one for me and I'm not sure about the parameter "regen rate"; in the code it is "grow rate" which has a preset default of 3.3 (equivalent to 7.7 per second). The launcher should spawn cyclonic warheads at this rater which, upon firing, detach and deposit multiple cyclonic torpedoes with "grow rate" 60 (0.2 per second). If you find the blocks.lua file the cyclonic warhead launcher is item ID 37063 if you want to check the code though I doubt this is the problem.
My hunch is that if you try running the mod local it will sort itself out. Find the mod in your steam folder under C:\Program Files (x86)\Steam\SteamApps\workshop\content, you'll have to sift through meaningless folder designations. Copy the contents of the mod folder to the following directory;
C:\Users\USER NAME\Saved Games\Reassembly\mods\Blood Angels
Now unsubscribe and check it out in game. Hope that works, report back
First you go to Local Disk C:/ Users/(Your User Profile)/Saved Games/Reassembly and create a folder named mods. Inside this folder make a new one and name it what you'd like, I named it Blood.
Then go to were this mod is found Steam/ Steamapps/ workshop/ content/ 329130/ 613894190 (It might differ, just check with the png inside the folder, it should have the blood angel screen shot)
Take all of the content, and move it over to a folder inside of the mods folder you created.
Next launch up the game and you should see in mods the new folder, in my case Blood, enable that and disable this mod, then go ahead and start a new game and everything should work as it should.
The downside is that this makes the drop pod launcher, and unlimited credits, available very early in the game. Sod it though, there is so much to buy for this faction I think it still plays well.
1) create a 'mods' folder in yourusername/saved games/reassembly/
2) inside the mods folder create a folder for a new mod, something like 'game data', so that you have the directory yourusername/saved games/reassembly/mods/game data
3) create a .txt file called cvars.txt inside your new 'game data' mod folder
4) add the following command line to cvars.txt; kStartingC = 500000
When you start the game this mod will now appear in the mod screen loadout. There are many commands you can add to this cvars.txt that superceed the inbuilt commands, a good place for a modder to start. Have a go!
I've found in my tests here that if I cheat and make the game start me with 500000C so I can buy all upgrades then it seems to work perfectly. There seems to be a link I'm not quite understanding yet...
I'm looking into it anyway, proper temperamental this seeding malarky!
If the above isn't helpful then I'm at a loss, I'm finding this mechanism very troublesome. A few Q's; Does the Blood Angels Tears actually produce drop pods? Do these fire properly? Do they bond to asteroid surfaces? If these are all yes then the game is obviously having difficulty locating the building blueprints (all saved in the mod's 'ships' folder). The pods bind to a surface and just sit there doing nothing. I've had similar problems with my own tests, particularly when buying the Blood Angel's Tears early on before other upgrades, and I haven't yet been able to determine why the game acts like this...
(ps please make them if you have time/feel like it. thanks)
I acted on your earlier advice and changed the colour scheme, I think it's a big improvement and blocks don't pulse with two tone any more.
A point on it being overpowered; I still find in tournament games that this faction gets beaten, typically crystal will overpower it and the sentinel nukes can be a big killer too. The black diamond scourge mod faction decimates everything I've tested them against, now that's OP!
A new update will happen in a day or so, and I'll fix those drones :)