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Free Raider Xenotypes

Removes the Combat Power cost for xenotypes when generating raiders (sets combatPowerFactor to 1.0). In vanilla biotech, different xenotypes multiply the cost of pawns when spawning raiders. This has nothing to do with the genes that the pawn actually has, and is an arbitrary tax simply associated with the vanilla xenotypes themselves. If the player were to create a super-hussar with every advantageous combat gene, this xenotype would cost the same as a baseliner to spawn despite hugely outfighting the hussars. This mod sets the cost multiplier for all xenotypes to 1.0. This is the current value for baseliners, player created xenotypes, and the xenotypes in almost every mod (whether this patch overrides mod xenotype combat power depends on load order). Vanilla values: Genie: 0.8 Highmate: 0.8 - highmates cannot spawn as combatants Impid: 1.2 Yttakin: 1.3 Hussar: 1.5 Neanderthal: 1.6 Sanguophage: 2.5