Mechanoids: Total Warfare
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Thanks for subscribing to "Mechanoids: Total Warfare" MOD!
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This mod's difficulty primarily centers on new mechanical enemies and their accompanying enhancement systems. These enhancements gradually unlock as players trigger specific conditions during gameplay, delivering an extremely hardcore trial while avoiding unnecessary power creep. If you feel excessive pressure during play, please prioritize your experience - you can reduce raid intensity or disable mechanoid enhancements in settings.
● Total Warfare provides deep expansion to RimWorld's original mechanoid content, offering:
Richer mechanoid unit options
Unique combat mechanics
Epic-scale battles
● Total Warfare features progressive difficulty design. The mod reconstructs vanilla combat logic, expands battle scale, and adds about a dozen distinctive mechanoid units. Early-game content focuses on exploring new elements, allowing you to naturally familiarize yourself with numerous new items and mechanics while enjoying gameplay, establishing a solid foundation for late-game challenges. Please note that for late-game challenges, we recommend utilizing the mod's new mechanics, mechanoids, and structures - using purely vanilla tactics against new enemies may significantly increase combat difficulty.
● Additionally, Total Warfare introduces the hidden faction NCL. By constructing an NCL Quantum Communication Console, you can establish contact to:
Trade valuable resources for colony expansion
Request deployment of Titan class Mechanoid Archowrom as garrison reinforcements
『Archowrom Garrison Feature: This worm can dramatically reduce raid difficulty. If you wish to avoid frequent interruptions during construction, you can use it to eliminate threats. Please note its combat methods may cause unexpected damage to your base facilities.』
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● New Features in "Mechanoids: Total Warfare":
-The attack range of the Diabolus is increased to 35;
-The attack of the Gun Hellsphere Cannon has been changed to an aerial projectile, allowing it to bypass shields and attack;
-War urchin will not leave a corpse upon death and will automatically turn into steel.
And lots more weapons and equipment.
[img]https://p.sda1.dev/26/7366f1410b6e227f22520aa3181d938a/faq.png[/img]
Q: Is it compatible with existing save files?
A: Yes, but note: the mod redesigns vanilla mechanoid ruins and sets these modified ruins as the initial trigger point for the core mod progression. You need to use the Mod setting to regenerate the ruins.
Q: Can I play without Royalty, Anomaly, and Biotech DLCs?
A: No. Many features depend on these DLC mechanics.
To ensure players who:
• Subscribe mid-campaign
• Use spaceship faction starts
can experience the full content, we've added a "Generate Mechanoid Ruins" button in mod settings.
Strongly recommended for mid-game adopters to guarantee complete mod experience.
Q: Is Odyssey and Ideology DLC required?
A: Optional. Content activates automatically if detected, but neither is required for core functionality.
Q: Why won't my point defense work in existing saves?
A: Requires charged batteries in power grid. Ensure:
Batteries exist in network
Charge level > 0
Power lines properly connected
Q: CE (Combat Extended) compatibility?
A: Not currently supported. Focus remains on core development.
*Note: Compatibility may be added if:
Mod development stabilizes
Author personally adopts CE
No estimated timeframe exists.*
Special Compatibility Notice:
GlitterWorld Destroyer 5 (闪耀世界毁灭者5) - Full integration verified
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=3464281098]- ProtossMech:Purifier[/url]
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Developer Team(排名不分前后):
Nyar,lingluo,Ejiao No. 12,羊乃,旋风,伊伊思,Feng Xinzi,兔子,与之江,奈亚,Azzy,Chitosemo,more,嘎笑斯基,长弓,罐头,海龙,姬酱等。
Special Thanks given to:
Rimworld by Tynan,VEF by VETeam
UIpdates:
Dear friends, due to the character limit for Steam Workshop descriptions, the update list will be moved to the pinned discussion. Thank you for your understanding.