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I tried a few battles with that minimap on my testing modpack and didn't find any issues. Maybe it's something else.
I also used the scenario editor's "specific pawn kind joins" to spawn in a a few unique pawn kinds. Is that the method you tried too? On that screen Seras's looks like "Ex Police Girl | True Vampire." There are many unique pawnkinddefs, some of which you can find in quests, and all of which are mostly complete besides the names which I haven't figured out how to set properly.
No I don't have anything set up currently, but I might do that soon.
Lol those are fantastic. Maybe I ought to take that outfit out of the auto-equip list though.
Yeah I can't really justify giving the wigs and hats much defense, but they come with some miscellaneous buffs as well. My thinking was that for the most part they're for looks and vampires don't need much defense anyway. Some of the Alucard/Seras/Anderson apparel is also indestructible which makes uniquely attractive for bullet sponge vampires/regenerators.
I've got some stuff I'm gonna prune from my modlist my next run to cut more extraneous stuff that isn't really important - I have a ton of mods that are neat but not relevant to this style I'll just save in a different mod list. (Stuff like the mod that lets you run a restaurant. I'm, uh. Not doing that this run.)
Just making sure, it's intended that only humans become ghouls, right? Makes total sense if that's the case, but I'm dumb and *maybe* killed a half dozen prisoners I took from a Rimcraft raid before I realized. Also assuming that's true of vampirism as well?
Had my first fight with Millennium. They're no joke. They feel exactly as they should to fight. Great work!
...I had to reload my save. It was part of an event where two armies clash with each other, except it was basically a bunch of tribals so it was me against a massive army and they tore apart my entire team before I realized what was happening. SUPER pumped to go for round 2 once I get some better gear!
Also I think I figured out what the problem with the minimap and the projectiles is from. I have Alpha Animals and also Genetics Expanded, and I think one of the combinations in there is broken because I'm remembering that I was saved from the Iscariots by a raid of maddened genetic experiments that came in from behind to distract them for me. I was getting errors from that mod with a sound file at some point so it's possible that download just needs to be validated. Will report back after I take care of that!
Let me know if you decide to start taking commissions :D
Yeah currently only humans are capable of turning into ghouls and vampires. I might extend that to some alien races on a case-by-case basis, but I had to limit it or else muffalo and goblins and whatnot would also transform.
Glad to hear that Iscariot and Millennium feel right in battle. Good luck with the rematch!
-Major Misery
-Major Malevolence
-Major Madness
-Major Massacre
-Major Menace
-Major Merciless
-Major Melee
You know what they say about great minds.
I myself was thinking Iscariot might be able to provoke the sun with something like that.
Not sure how to implement it yet.
Also, though I just called him "The Major" in the Steam art, in game he is Major Madness.
-The effect for true vampires kinda throws off the sleep schedule, maybe making the somnolence slightly more severe and then making them like gain rest fast after sunset could help
-The movement debuffs are so minor that they may as well not be there
-The solar flare effect does exactly what it says it does, no notes
Cool ass mod, look forward to what you add in the future
Yeah I have to be a little careful with the sleepiness. Too much and they become unusable during the daytime and I don't want that. I'll keep an eye on it in my next run.
Also might change the debuffs but in general it's going to be pretty minor.
Perhaps more impractical to use during the day but exhausted pawns can still like do stuff if forced to (unless Tynan changed that)
Idk it seems a little inconsistent. I thought at 0% sleep they would just collapse but sometimes you can recruit them and they'll still stand up. Needs more testing.
It somehow turns the dual wield .45 and 13m pistols into a Gatling gun if you are using Dual Wield Mod.
Tested the other range weapons as well and it fired so fast that it was basically broken. You can basically punch a hole through a mountain in a minute.
All I see in the screen is a bunch of bullets like that 1 episode in Hellsing Ultimate where Alucard was shooting that punk multiple times in high rate of fire.
My suggestion is if you can make it so that the weapons will have the same fire rate like in your previous mod. Previous mod weapons fire rate was very balanced.
Reason: The Previous Version from the previous mod is already balanced.
It was not slow. Please! change it please!
This mod adds more stuff than the previous mod. I really do not want to switch back due to the weapons being so broken.
While that is pretty funny, the fire rates are about the same as in Hellsing ARMS.
What weapons did you experience that with, and what other combat mods are you using?
Also if you were using a vampire as the gunman, the reason might be some mod that changes how weapon warmups and cooldowns are calculated.
Using the .45 and 13m pistols. As well as Seras Victoria's Weapons. Those WW1 and 2 anti tank rifles/cannons.
It was very funny but I don't remember mods that added vampires and weapon modifiers. I'll see what was messing with it since you said it was the same.