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Unfortunately because of the way mechanoids are coded in regards to skills, this is beyond my ability to implement as of now.
Having a cheaper "swarm" melee dedicated combat unit at Basic Mechtech means you won't just be throwing your lifters and agrihands into the meat grinder when you fight the Diabolus.
It's an issue with all of the mechanoids added in Biotech and how complex jobs adds the new work types. I can think of a method that might work to add compatibility, but I'm going to wait and see what the mod author does first. Whatever patch they make could potentially work for my mechs too.
Mechs can be pets too ! Like a mecha dog, the new best friend of Mechanitors !
Futhermore it's reported and knowed that some people bond with "robots".
Maybe more hard to code : add the same bonding capacity than animals. This give an extra buff to mood. Counterpart, if this particular mech die (or another one if you add this to other types) the Mechanitor have a big debuff.
------ COMBAT :
A flying combat mech ? No movement speed penalty from terrain but weaker. Maybe with the framework of Birds Beyond to have the flying animation. Or jumping capacity like the Paramedic.
Suicide mech like those suicide explosive spiders in some Sci-Fi universe.
Artillery/mortar mech with a toggle mod too for your raiding parties !
Grenade launcher mech ! From EMP to Cryo passing by flashbangs !
Barricade mech that stay in front of your mechanitor in combat (with drafting) and that is cheaper than the Centurion
----- LABOR/PASSIVES :
Production mechs which create milk, alcool, nutrient paste... for a nomad playstile ? (Maybe it's better with robot animals like in Tier Androids)
Gestator mech for babies on the road ??!!
Grazing mech that produce Hay or maybe Kibbles mech (by eating corpses ?)
Fishing mech for fishing mods
A Capture mech that capture designated foes ?
Hunter mech that hunt animals like a predator
Mobile Generator mech ? With a toggle mod to produce electricity where you want
Same vein, Drill mech for having a mobile drill usable by your colonists ?
Workshop mech that permit to have a workshop on the road for creating stuff that are more complexes than the Crafting Spot
I think there are a lot of possibilities in the type of "Nomad playstile mechs", usefull for caravans too !
In abstract, I think there is room too for "passive" mechs that add some bonuses, have an aura on allies/enemies, buildings, plants, animals...
Like a radio mech (lore in the spirit of the psychic drone). The difference with the dog is that he fill the recreation bar of nearby pawns.
------ NEW SUB-COMMANDERS :
These mechs are "gestable" because they are not true commander. They give bonus to the mechanitor by improving his bandwidth, boost other mechs in the same group.... Both Labor and Combat types.
------ OTHER DLC :
Maybe some things with the other 2 DLC :
Mechs that use psycasting ? If the mechanitor is a psycaster.
A passive prestige/royal mech that pleases our Nobles or only a noble mechanitor.
Mechs involved in rituals stuff like the radio mech for dancing rituals ? And maybe new rituals and ideologies that involves new mechs.
(Sanguophage mech that extract blood on downed raiders or prisonners ??!! So evil :D)
So many possibilities and in particulary for roleplaying !
(I need to sleep now, my brain is melting, I've been on this more than 1 hour :') )