![]() If they are too far, either use drop pods, long range missile launchers or download a mod like SRTS Expanded.Ī: Should be, let us know if you encounter any issues.Ī: There are pawn number requirements. If the game prompts you if you want to add a new Mechhive faction, click yes.Ī: Venture out and destroy their ships. This mod adds a brand new, standalone faction.Ī: Yes, you can add it whenever you like, however bear in mind you can’t remove factions mid-playthrough, so always backup your save. Q: Does this mod work with other mods that add Mechanoids?Ī: Yes, other mods enhance the vanilla ancient mechs faction. Q: Do I need the base module for it to work?Ī: All the faction mods require Vanilla Expanded Framework to work. Q: Is this mod compatible with Combat Extended? Kentington, a programmer responsible for buildable mechanoids.Ĭhowder, a modder responsible for xml tweaks, factory design, balancing and descriptions.Ī: We worked with PRF team, check out their awesome mod: Taranchuk, a programmer responsible for a solid chunk of C#. Kikohi, a programmer responsible for the Settlement Generation code and events. Sarg Bjornson, a programmer responsible for Automation code.Įrdelf, responsible for Total War code and general code help. ISOREX, an artist responsible for a number of Automation machines and general art help. Storyteller art based on Halo SPARTAN armor concept art. Oskar Potocki, an artist and a designer, responsible for most of the artwork and visual imagery as well as mod design and xml. To get hugslib logs, make sure you have a Hugslib mod running, then press CTRL + F12 while in game and copy the link to us. Hugslib logs are what tells us, devs, what went wrong, and what mods you were using. It is crucial you provide us with Hugslib logs - I am not interested in comments ‘X doesn’t work because Y’, and I will not reply to those. Please use Bug Reports discussion board to submit error logs. We are currently not tracking any issues. Ship generation DOES NOT work with Large Faction Bases. New quests, new events, new starting scenario, a storyteller, it’s all waiting for you. With supercomputers, you can now automate research, Autosowers and Autoharvesters on the other hand will allow you to begin your farming enterprise with no need for physical labor. New buildable mechanoids can fill various roles around your colony, from cleaning and hauling to base defense. Did I mention it’s all happening automatically? ![]() ![]() We were also able to give you a little Factorio love letter in the form of fully automated machines that produce various items in the game, automatically. Thanks to a lot of cooperation from some of the most famous modders out there, we were able to provide you with not just a new faction, but a unique mechanic of Total War, which makes the faction stronger the more ships land on the planet. We have improved on the Custom Settlement Generation code to provide you with semi-random spaceships that Mechanoids can use to wreak havoc on the planet’s surface. A group of talented modders came together to make sure this mod is not only full of new interesting content, but also provides something to make the game a bit more dynamic. One of the first mods I ever came up with, and one that took the longest to design, draw, code and deliver, Vanilla Factions Expanded - Mechanoids is a mod unlike any other. [New Content update released, integrating part of ISOREX's VFE-M Add-on, and adding new original content!
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