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
About spyders, well, they are necron construct, not a pawn how has their own will, so if I convert scarab as a mechanoid, so does spyders. Plus, Mechanitor is Biotech-based contents, so if I changed them in that way, people who don't have Biotech cannot properly play the Necron. And that is against my basic modding principle.
But giving mechlink to Necron pawn is a good idea, and I think both Spyder and Plasmancer are good candidates for that.
instead of the necrons weapons being a beam type like tesserions, they should have projectiles
https://www.youtube.com/watch?v=ZxJ_fPD_MQk
example
another reccomendation is having the spyders be mechanitors automatically and the scarabs be mechanoids
It is strongly implied by most Necron literature that Warriors and Immortals retain fragments of personality. Warriors are "imprisoned" in their bodies, while Immortals often only have enough personality to be able to make snap judgments in the field. In general, they have to have some personality for the Destroyer Cult to dig their talons in, as even Warriors can succumb to their nihilist ideologies.
No problem for the heads up. I'll provide more feedback as it comes to me.
About the backstory, to be honest, I'm still not sure which one is correct - in recent lore, they are just selfless automaton and giving them a different stat doesn't sound good to me for Warriors and Immortals. However, for nobles and cryptek, I do agree and will update the backstory in the future.
And the ability, that could be my mistake. As per the latest rule explains, that skill is designed for vehicles, but technically rimworld don't have them unless you use Vehicle Framework. But if I put it into the consideration, then I have to put dependency with them, so the design is still in progress, while the walkers have their hard coded way of working. Anyway, will fix or update the description later on.
Thanks for the heads up :D