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HostageTaker

Allows your drafted colonists to take enemies hostage during combat. Right-click a drafted colonist, then right-click an enemy pawn to see the "Take hostage..." option. Mechanics [b]Taking hostages:[/b] - Success chance depends on: colonist melee skill, enemy melee skill, enemy health, and distance - On success: the enemy is grabbed and moves with your colonist at reduced speed (70%) [b]Negotiation:[/b] - When enough enemies are captured (30% threshold), surviving enemies may offer to retreat in exchange for hostages - Enemies with high opinion of their captured ally may also demand a personal release - Player choices: Accept (enemies retreat), Keep as Prisoners, or Refuse (combat continues) - Enemies can also counter-capture your colonists, leading to exchange proposals [b]Hostage options:[/b] - Release (enemies flee peacefully) - Execute - Imprison (escort to prison bed) [b]Ransom system:[/b] - Demand ransom via the Comms Console for any faction prisoner - Enemy factions may also contact you with ransom offers for their captured members - Silver is delivered by drop pod once the prisoner safely leaves the map [b]Other features:[/b] - Human shield: hostage-taker has a 65% chance to redirect incoming damage to the hostage - Hostage rebellion: hostages may break free over time based on melee skill difference - Enemy AI reacts tactically: taking cover, flanking, or attempting counter-captures [b]Compatibilities:[/b] - No One Left Behind: Yes - Enemy Self Preservation: Mostly yes but can be wierd if you have hostage when they flee, need to be tested but not crash - CAI 5000: Yes IF in settings of the mod you turn off ennemy AI being modified - Combat Extended: Mostly yes but could break the human shield system Safe to add or remove mid-playthrough.