My bad with the slight delay folks! Had to yank out a clip from the original render as the music from the background of it tried to borrow my ad revenue. Do me a favour whilst you're here! I'll obviously be covering Insectoids 2 when it comes out, but what older Faction video are you more interested to see next? Classical or Settlers?
In addition to thanking you for this whole series of videos and saying how well put together they are, the Giantbomb clip cemented that I wanted to tell you the clips you sprinkle throughout are always excellently chosen and frequently use less common, even semi-niche sources that I appreciate.
That method does still consume the fuel, so you still 'pay' for the reroll somewhat. Definitely useful if you get offered positive choices like Darkvision vs Toxic Resist though.
Stacking ranged superpowers is kind of insane, with this mod. 100% accuracy, improved range, reduced all cooldowns - this turns any weapon into a deadly beast. A shooting specialist with a heavy bandoleer and ammo pack becomes a ranged god with this. Sniper rifles suddenly become reliable and can murder things across the map. Miniguns become good in hands of other pawns than just shooting specialists. Charge lance, which normally underperforms starts shredding things at insane rates. Charge rifle benefits from actually having decent range with it. And don't get me started on the chain shotgun. And this is before we factor in modded weapons. Assassin trait I feel is a bit of a double edged sword, for prisoner capture, but it is extremely potent. Most melee traits - Matial Artist is honestly all you really need in the end. Superfast healing is beastly, if you have at least semi decent armour. Regrowing the limbs and organs is handy especially early game, before you get your hands on the bionics. Most of the utility powers... I'll be honest I don't value that much - they are great IF you are doing Ancients isolationist run, but beyond that... eh, not that great. A lot of them have strictly limited "lifespan" - learning and research stop being useful when skills and research are maxed out for example. Temperature later on is mostly handled by armour. One exception is masterful craft - this one allows you to tailor ideology more, by safely ignoring human primacy. BUT combined with human primacy and perfectionist from vanilla expanded traits, it basically guarantees a steady, reliable supply of legendary items, without fishing for inspiration. Now, it is good to note, that plenty of those powers can be replicated by psycasts from Vanilla Expanded Psycasts - especially the Warlord psycast tree - BUT superpowers are constantly active, which massively reduces any micromanaging. Bottom line is - Ancients is hilarious - with psycasts expanded, custom xenotypes, bionics, vanilla traits expanded and some ideology shenanigans - it allows you to create some literal god-pawns if you are patient. The only problem? All this blooms in very late game - so unless you are playing around with some monstrous difficulty mods, it may make the game kind of boring in the end. Because what's so interesting in a group of 12 or so god-pawns that can gun down any raid from the range worthy of an artillery barrage? Novelty of it quickly wears down, but it is hilarious still. I honestly like to keep superpowers limited to one pawn, usually the colony leader, just to keep any semblance of balance.
Okay so I haven't watched it yet, but Ancients remains one of my fav mods from the VE team. I LOVE the idea of starting in a vault. Hell, you could remove the superpowers entirely and I'd still be happy about it. Will leave another comment when I'm done.
I found a bit funny that you can have to carry several kilos of machinery with a pack animals, it would make more sense if you found items to add them as research projects, maybe with less quality than the ones in sitting on vaults to balance it out
I couldn’t disagree more, Ancients just doesn’t do the one thing that it should have, improve ancient dangers. And I find the super power system to be lackluster and unthematic, especially with biotech being out. Personally I would replace superpowers with EFE:Mechanoid’s factories and terraforming teach.
@@colebehnke7767 That's very appropriate criticism of this ancients mod. Especially considering biotech, the ancients mod is itself ironically from a different era of RimWorld mods. Content wise I couldn't agree more; it's dated and the impact to ancient dangers really should be part of it. I don't use the content in the mod tbh, just the powers. VE Ancients 'in it's own lane' nature is kinda beneficial for my playstyle. It's always on in my games and - because it's separate from biotech's genetics system - it's a common dev mode add a power/debuff to an important character kind of mod for me. For example, celebrity is a so thematically appropriate to a cult leader n operating outside psycasting and genetics is very convenient.
43:47 I do find it interesting how the perspective regarding psychic sensitivty has changed throught rimworld modding, because in older mods along with Ancients here since it released around Ideology. Psychic Sensitivy has been seen more as negative thing then positive, with most mods like bionics one specifically making something that nullfiies it. Only for people to change thier mind on it, I think when Psycast Expanded released, showing how useful it can actually be for thier colonies. Its fasincating for me how people change thier view on certain game mechanics in Rimworld and then exploring it on whole new different levels. Thats what I really love about rimworld and its modding side.
I remember in my 1.4 colony i made an archon into a beast of a melee fighter. Decked out with Super Speed, Martial Artist, Celebrity, Super Strength, and bullet proof skin. The archo blade they came with had kill focus. So they chain kill-skip for free and decimate raids and insects. They were also able to quickly rise to the ranks cause they had a title that had a chance to grant honor every kill. I had to watch the royals leave because they went from an acolyte to a baroness mid raid. The Psychic Soothes from VPE Empath tree also nulifys any drones for your unstable pawns
one big problem the vaults have is if you expose a wall and hit it the npc inside trys to target the pawns and starts breaking down a wall then around 2 day later they just die of hunger because the are in combat mode and cant eat then it's a free win kind of boring XD
neat mod, i plan on using this in a modern/fantasy play through i got lined up. A young soldier from ancient times awakening in a world that is nothing like the one he left behind. Only thing holdin me back is waiting on Roo's Xenotypes mods to update. q-q That seems to be the name of the game for rimworld lately, waiting weeks and weeks on end for your most beloved mods to update.
Rather than anything else, its a good idea to note that the Ancients start begins hostile with the Empire. Works well with the Deserters mod. *Especially* if you choose to theme the war your ancients were entombed over as being with the Empire -- every war needs it's demons. Plus it gives you something to hit with those superpowers that can actually hit back.
Gonna be honest, I only really use this mod for the vaults and the neat stuff in them. I have never really cared to invest in the super soldier project experience.
Huh, I'm surprised the Multiplayer compatibility spreadsheet says everything works on game version 1.4.x, apart from needing the MP Compat mod, which we have anyway. Will have to talk about this, I bet she's gonna be very interested ...
Maybe u can do a few rundowns of the mods while comparing them For example u take a few turret adding mods and give your opinion on which is better to use
In regards to the frowned-upon Efficient Builder power, I will tell you of the utterly stupid trick (2 mods required) where you can infinitely duplicate any material that is craftable via Construction. So infinite most-things bar food and other stuff. Combination required: Efficient Builder pawn, probably OK construction so you don't keep failing Scrapper perk OR just add the efficient deconstruction perk What this will do is make it so whenever you deconstruct something, it returns 100% of the resources required to create it. Then you can just use the efficient builder to re-build the object and... you get the point. Infinite resources. If you want to self-balance, just don't intentionally abuse that little fact.
@fumofumo7815 Make it even easier to automate by using Quality Builder and setting the desired quality to Legendary, that way they'll just keep remaking it unless they get an insanely lucky roll.
@@MysteriousFawx Impressive you replied to a new post in a 3 week old vid! Yeah you're right, I forget to utilise Quality Builder sometimes. In fairness to me using this glitch sometimes, crafting and buying advanced components is not easy without orbital trader luck and transport pod trade runs.
For the most part, a pretty standard PC will run rimworld just as well as an absolute beast of a PC. The way it's coded means that it suffers performance hits either way. The biggest impact with using a lot of mods is to the startup time for the game. When my list was about 400 deep it took on average 15 minutes to load up.
I thought this mod was really fascinating in concept, but so many of the superpowers were mediocre to useless and way more of the drawbacks just absolutely cripple colonists . It's like the definition of "the juice is not worth the squeeze"