Ради вашего удобства наш сайт использует cookies! Узнать больше! Мы используем cookies

Just Help For Me

"I need some backup!" you scream into the comms console. Your ally receives the request, takes one look at the several hundred mechanical centipedes surrounding your base, and decides to send their five best warriors armed with five of their finest autopistols. And your relations have Decreased significantly because of it. [hr] As we all know, the vanilla ally support system is next to useless. Reinforcements you call for have the combat effectiveness of a wet noodle, arriving with only a handful of troops no matter how overwhelming the enemy force is. And the unsolicited "help"? They either show up so late you're already dead, or they land a million miles away from the fight. This mod adds a new reinforcement system to make your allies actually useful: More reinforcements, customizable drop locations... your allies can even travel across world tiles to help you on any map you choose. For instance, you can now call them to help you attack an enemy outpost! [hr] •[b]Goodwill-Based Support:[/b] When you choose this option, the mod calculates the total threat on the current map and dispatches reinforcements based on that threat level. The strength of these reinforcements is [b]ALWAYS[/b] lower than the total raid strength on the map. This option is best used when you can handle the enemy but are struggling, allowing a surprise force to flank the enemy from behind and relieve pressure on your main frontline. If there are no enemies on the map, or if they are still inside their drop pods and cannot be detected, you will still be charged a "phone bill" in the form of goodwill. This option has a 24-hour cooldown, just like the vanilla one. The cooldown is per-faction, so you can call for aid from multiple allied factions. •[b]Support Points-Based Support:[/b] This mod adds a new global currency: Support Points. Point acquisition is now more strategic: •Player Kills: When an enemy is killed by one of your colonists, animals, or turrets, its combat power is converted into Support Points at a 100% rate. •Other Kills: If an enemy dies from other causes (bleeding out, killed by another faction, starvation, etc.), you will only receive 20% of its combat power as Support Points. You ask why enemies who trip and die of their own accord still give you something? Hey, at least it's not a total loss. It works. For example, a strong enemy has 400 combat power. If your colonist lands the final blow, you get 400 points. If it bleeds out after the fight, you get 80 points. The overall point gain can also be adjusted with a global multiplier in the mod settings. There are three tiers of military support available via Support Points. [b]The higher the tier, the less cost-effective it is[/b], as multiple smaller reinforcements are often more powerful than one massive wave. For instance, if you call for the highest tier of support from the Outlanders, costing 18,000 points, they will send a force of about [b]50[/b] combatants. This is, without a doubt, a formidable force. This option also has a 24-hour cooldown, but it is separate from the goodwill-based support cooldown. This means you can call for both types of aid from the same faction at once (Goodwill Aid + Points Aid). This cooldown is [b]GLOBAL[/b] and shared across all factions. You can only call for one point-based support at a time and cannot call for them in rapid succession from different allies. [b]Note:[/b] The strength of reinforcements can be affected by other mods. Adjust the strength multipliers in the settings as needed. •[b]Dismiss Reinforcements: [/b] For the cost of 10 goodwill, you can now instantly send away all of an ally's forces from the current map. [hr] Q&A Q: Can I add this to mid-game? A: Yes. Q: Are the reinforcements too strong? A: You can adjust their strength in the mod settings yourself. Q: Are there any requirements to call for aid? A: There must be at least one colonist present on the target map. If your home base is empty, you cannot call for reinforcements to land there. Conversely, as long as one colonist is present—for example, if you send a single person to attack an enemy outpost—you can call for reinforcements to that outpost. Q: Why can tribal factions use drop pods for rapid support? A: Look, We're buddies, right? You called for help, so what's there to discuss? I'll just grit my teeth and borrow some drop pods from the guys next door. No biggie. [hr] My Other Mods [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3572694485]Extra Armor For Cinder[/url] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3575015788]More Useful Injection and Drug[/url] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3573280041]VFE - Empire: Frugal Nobles[/url] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3576178532]You Are So Beautiful[/url] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3579936660]There's Nothing Here[/url] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3580928545]Vanilla Genetics Expanded-Quality Is More Effective[/url] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3586669021]More Reasonable Mortars[/url]