Decided to try the Deserter mod in my own modded playthrough. Turns out my main colonist is the grandson of one of the stellarch's Family reunions are going to be so awkward given they constantly tried to nuke me.
I feel absolutely BLOWN AWAY by the sheer depth, thought and originality this particular mod entails, seriously this is beyond insane and it essentially changes the entire flow of what rimworld is Props to the modders, if it weren't for their efforts and time invested, we wouldn't have so many scenarios to play this beloved game in
The thing that makes the Onager better (and possibly the best) is that it can be connected to a FUEL PIPELINE! This completely eliminates the need for ammo crates and the monstrous thing can basically fires for as long as your fuel tanks hold. And I have like 400,000 chemfuel stored just for living in the freaking swamp. For the other 2, rebuilding the ammo crates eventually get tedious. Especially for the Palintone with consume like 5 of them every battle. Onager is like the kind of thing that YOU can make better use of than the enemy, and it's the opposite for the other 2.
@meemigemeemes7875 nah man I decided to have a couple of games now so I can have a break when the patch drops and by the time I come back it's actually stable lol
@@MysteriousFawxWell, now I plan to make a solo Deserter run while forcing myself to stay in Public Enemy. Been playing the mod, just not so much with very high visibility. This’ll be… interesting.
It'd be cool to be able to go from insurgent to proper rival. Building things like anti-aerodrone cannons and anti-satellite missiles that disrupt their air power (or missions that let you disable those ways of attacking you), sending weapons and supplies to turn deserter cells into fortresses capable of a stand up fight, maybe even a quest to get the components for ground-to-space weapons capable of threatening their fleet (maybe a structure you can build and send off-map to get specific effects_. Already with the Industrial Fortifications: Citadel and the Civil Resistance armoury I'm expropriating the internals of cataphracts and leveling their sites with artillery, now I want to give them a real gut punch.
Deserter shuttle + Micro comms console + Orbital trade beacon + Portable generator = Leapfrog across the entire planet, dismantle vaults/Imperial structures and return with literal mountains of resources.
This mod is exactly what I thought it was, I've always hated authority and all of my Empire interactions since I got the Royalty DLC was do this or else type of vibe... Uhm NO lol in fact ive never actually played as a noble, that's what the anima tree is for 😂 when I joined Deserters the first time, I felt like the xcom team, yeah, low resources against a large enemy.. Yes. I'll take it. But this rundown helped clarify all the buttons and buttons that turned me off because nothing I clicked on reacted as I wanted so much thanks! The Palintone and Kontarion were something I didn't know Deserter added tbh, I just went into dev mode to check out what defenses I can build to then research it and found them (I have a lot of turret mods) I was blown away by how ridiculous these things are, every run I chase down their tech print now, I don't even use all my turret mods, while reload is a weakness while opposing them, it's a perk on CE, CE requires bullets, so colonist have to reload turrets during large raids, but with these guys auto - reloading themselves up to 3 times, it eliminates the risk of a random hauler reloading a turret. But facing them... That's gonna be an interesting challenge, I've seen where mech clusters get removed by these by the time I was able to react. Oh and the Armor you get has psycast buffs, shows the pawns face with the helmet and has a cape like vibe with spikes, that alone pulled me to join.. it's actually really cool for Psycaster Warlords early game, don't think I can actually craft it myself tho, which I found really cool, being able to craft Cataphract Armor is cool, but it feels like it would be cooler if it was accessible only by theft or nobility.
Nice video but no information about deserters endgame, by capturing anti air guns and giving space battle ship great rimworld handshake. After that you can end game like by spaceship ending or empire ending, you can still play it even after the fact of destroying empire, but both empire and deserters would leave rimworld and you will continue to play without them.
No information besides the mention of it at 30:09 you mean? The idea of not showing it is that it's something for the player to experience themselves, the reward for having worked so hard to make it that far. It takes away from it to dev mode through the entire thing and totally neuter what should be a climactic fight. If the Rundown encourages people to try Deserters out, I'm sure they'll get to see it for themselves!
@@MysteriousFawx oh okay, you have a good point on this. But little spoiler would heat up interest, like you would finish your run with the blast and not only hunting nobles one by one
Most of the video is already pretty heavy on 'spoiler'ish content. It shows the gear you earn, the standard missions you go on, aerodrone attacks and explains mechanics fully. Spoiling literally *everything* in the mod would be a step too far. If people want to see that stuff in detail and not experience it themselves, they can always watch a longplay video that covers a run with Deserters, lots of creators doing full Rimworld runs. The idea of the Rundown is to give players the information they need not to feel overwhelmed by a new mod, or to help better understand what features they're getting by installing it. Whilst still giving them some things to explore and discover when playing it themselves.
Is there any benefit to using this mod if i don't plan to join Deserters and just want those new turrets and IEDs/remote bombs? I plan to keep Empire ally...
@KGAnims you'll get a little out of it, but I'm not sure if I'd say it's enough to add *quite* so much extra background processes/parts to your game. You only really get the most out of the extra gear deserters adds when you're actively working with them
Lets say your running a mod Pack where your using VFE deserters for the sake of using the deserter ui and Not trying take the empire down until you Get your OP set of equipment lets say for the Likes of the equipment of Science never stops late game equipment before confronting the empire with superior equipment compared to them what would the situation be
The deserters gear is equal to empire and they've got home team advantage with turrets and numbers. It really does come down to dirty tactics, avoiding turret sightlines and using everything you've got. None of the gear in this mod is really 'ah I've got this, now it's a breeze'. All of the empire defences obliterate shields and punch through armour like it's paper, you're still at risk through the whole thing.
I use Compositable Loadouts to manage my gear, the UI isn't perfect but once you figure it out, it's really useful. steamcommunity.com/sharedfiles/filedetails/?id=2679126859
That's kind of the opposite point for VOID. They're designed to keep you in check by being overpowered, meaning the best mods to take them down are usually ridiculously overbalanced and kind of break the game.
I used to use Work Tab but it's not officially updated to 1.5 yet. Someone has put an unofficial fork up in the meantime. There are a few good alternate work tab mods though, I just liked that one the most for it's control scheme.
Decided to try the Deserter mod in my own modded playthrough. Turns out my main colonist is the grandson of one of the stellarch's
Family reunions are going to be so awkward given they constantly tried to nuke me.
Imperial general: 'you see that enemy over there? I dont want to anymore.'
Palintone operator: 'roger sir, removing that general direction.'
I feel absolutely BLOWN AWAY by the sheer depth, thought and originality this particular mod entails, seriously this is beyond insane and it essentially changes the entire flow of what rimworld is
Props to the modders, if it weren't for their efforts and time invested, we wouldn't have so many scenarios to play this beloved game in
Man your work in the rinworld mod community is really underappreciated
This and empire are basically an DLC for an DLC.
Just another day resisting the government.
30 on 30
I don't care who the empire sends I'm not paying taxes
@@zambekiller *gets vaporized by several pillars of fire from orbit
@@ryukireii DAMNIT *gets vaporized*
Deserters is definitely one of the more creative mods by the VE Team.
We've got you surrounded! Come embrace and stay in the empire!
I HATE THE EMPIRE! I HATE THE EMPIRE!
That's how I can describe this mod
High stellarc - Surrender we have you surrounded
Deserter - Perfect now we know where you are
The thing that makes the Onager better (and possibly the best) is that it can be connected to a FUEL PIPELINE! This completely eliminates the need for ammo crates and the monstrous thing can basically fires for as long as your fuel tanks hold. And I have like 400,000 chemfuel stored just for living in the freaking swamp. For the other 2, rebuilding the ammo crates eventually get tedious. Especially for the Palintone with consume like 5 of them every battle.
Onager is like the kind of thing that YOU can make better use of than the enemy, and it's the opposite for the other 2.
30 MINUTES!?
This is gonna be fun, thanks again Fawx!
Jesus christ I'm so happy I found your channel, what a gold mine
True!Now we just have to wait for the 1.5 Update for all These mods😅
@meemigemeemes7875 nah man I decided to have a couple of games now so I can have a break when the patch drops and by the time I come back it's actually stable lol
This is a fantastic video. Thank you for making it. It finally got me to actually interact with this mod properly and enjoyably.
God there is ALOT with this mod! Perfect grounds for a long, well fought playthrough!
Awesome review Chief! Looking forward to the next one!
Okay, this mod settles it. My captain planet villain playthrough must be a deserter run that ends with the empire glassing the planet.
23:07 I think people know this already, but:
Biosecured Crates uses a Biodecoder to unlock, not a Declassifier.
Good spot, I think I even did it the right way around earlier in the video. I always get them mixed up.
@@MysteriousFawxWell, now I plan to make a solo Deserter run while forcing myself to stay in Public Enemy. Been playing the mod, just not so much with very high visibility.
This’ll be… interesting.
Or a pawn with an imperial backstory
Traiteur Island is gonna be the name of my next colony.
It'd be cool to be able to go from insurgent to proper rival. Building things like anti-aerodrone cannons and anti-satellite missiles that disrupt their air power (or missions that let you disable those ways of attacking you), sending weapons and supplies to turn deserter cells into fortresses capable of a stand up fight, maybe even a quest to get the components for ground-to-space weapons capable of threatening their fleet (maybe a structure you can build and send off-map to get specific effects_.
Already with the Industrial Fortifications: Citadel and the Civil Resistance armoury I'm expropriating the internals of cataphracts and leveling their sites with artillery, now I want to give them a real gut punch.
awesome mod reviews, mate!
aw yiss. thanks for the review, holmes. good coverage
Finally, time for a Dune playthrough
that hades bgm is great
Damn, that's a long video. I like it :)
Deserter shuttle + Micro comms console + Orbital trade beacon + Portable generator = Leapfrog across the entire planet, dismantle vaults/Imperial structures and return with literal mountains of resources.
13:00 MUFFALO QUICK STOP SLEEPING
I don't even know how to use Rune Arcs
This mod is exactly what I thought it was, I've always hated authority and all of my Empire interactions since I got the Royalty DLC was do this or else type of vibe... Uhm NO lol in fact ive never actually played as a noble, that's what the anima tree is for 😂 when I joined Deserters the first time, I felt like the xcom team, yeah, low resources against a large enemy.. Yes. I'll take it. But this rundown helped clarify all the buttons and buttons that turned me off because nothing I clicked on reacted as I wanted so much thanks!
The Palintone and Kontarion were something I didn't know Deserter added tbh, I just went into dev mode to check out what defenses I can build to then research it and found them (I have a lot of turret mods) I was blown away by how ridiculous these things are, every run I chase down their tech print now, I don't even use all my turret mods, while reload is a weakness while opposing them, it's a perk on CE, CE requires bullets, so colonist have to reload turrets during large raids, but with these guys auto - reloading themselves up to 3 times, it eliminates the risk of a random hauler reloading a turret.
But facing them... That's gonna be an interesting challenge, I've seen where mech clusters get removed by these by the time I was able to react.
Oh and the Armor you get has psycast buffs, shows the pawns face with the helmet and has a cape like vibe with spikes, that alone pulled me to join.. it's actually really cool for Psycaster Warlords early game, don't think I can actually craft it myself tho, which I found really cool, being able to craft Cataphract Armor is cool, but it feels like it would be cooler if it was accessible only by theft or nobility.
Love your content man keep it up :D
I'm sure it's on the list but I'd like to see VE Classical
im not a big fan of the government
Thirty on thirty
Nice video but no information about deserters endgame, by capturing anti air guns and giving space battle ship great rimworld handshake. After that you can end game like by spaceship ending or empire ending, you can still play it even after the fact of destroying empire, but both empire and deserters would leave rimworld and you will continue to play without them.
No information besides the mention of it at 30:09 you mean?
The idea of not showing it is that it's something for the player to experience themselves, the reward for having worked so hard to make it that far. It takes away from it to dev mode through the entire thing and totally neuter what should be a climactic fight. If the Rundown encourages people to try Deserters out, I'm sure they'll get to see it for themselves!
@@MysteriousFawx oh okay, you have a good point on this. But little spoiler would heat up interest, like you would finish your run with the blast and not only hunting nobles one by one
Most of the video is already pretty heavy on 'spoiler'ish content. It shows the gear you earn, the standard missions you go on, aerodrone attacks and explains mechanics fully. Spoiling literally *everything* in the mod would be a step too far. If people want to see that stuff in detail and not experience it themselves, they can always watch a longplay video that covers a run with Deserters, lots of creators doing full Rimworld runs.
The idea of the Rundown is to give players the information they need not to feel overwhelmed by a new mod, or to help better understand what features they're getting by installing it. Whilst still giving them some things to explore and discover when playing it themselves.
Is the song behind the hades song that plays when you fight lerny?
Aye, a lot of different hades tracks, felt right for a rebellion
Is there any benefit to using this mod if i don't plan to join Deserters and just want those new turrets and IEDs/remote bombs? I plan to keep Empire ally...
@KGAnims you'll get a little out of it, but I'm not sure if I'd say it's enough to add *quite* so much extra background processes/parts to your game. You only really get the most out of the extra gear deserters adds when you're actively working with them
My type of mod frfr
Be menace to society
I have intel that I got from a quest, yet the terminal shows me having like 0 of them, how can I fix that?
Make sure it's in a stockpile and within range of an orbital trade beacon, Deserters operate like passing trade ships.
All this certainly sounds like it would go well with anomoly summon rituals though as with many VE mods it's all a bit much for me. Perhaps someday.
Lets say your running a mod Pack where your using VFE deserters for the sake of using the deserter ui and Not trying take the empire down until you Get your OP set of equipment lets say for the Likes of the equipment of Science never stops late game equipment before confronting the empire with superior equipment compared to them what would the situation be
The deserters gear is equal to empire and they've got home team advantage with turrets and numbers. It really does come down to dirty tactics, avoiding turret sightlines and using everything you've got.
None of the gear in this mod is really 'ah I've got this, now it's a breeze'. All of the empire defences obliterate shields and punch through armour like it's paper, you're still at risk through the whole thing.
@@MysteriousFawxme when Spacer Warcaskets:
What gear mod you use? Looks very good,
I use Compositable Loadouts to manage my gear, the UI isn't perfect but once you figure it out, it's really useful.
steamcommunity.com/sharedfiles/filedetails/?id=2679126859
@@MysteriousFawx thank you very much, also video is bomb, like one under stellarch bed)
What music were you using?
@alanmamytov1372 Hades 1 ost
Can you make a video of the best mods to take down V.O.I.D?
That's kind of the opposite point for VOID. They're designed to keep you in check by being overpowered, meaning the best mods to take them down are usually ridiculously overbalanced and kind of break the game.
How does this play or does it add if i play empire side and add this too?
@LazlaTheFallen You need the VFE Empire mod to be able to play as Deserters, it won't work with basegame royalty.
What movie is that where the guy dressed like captain American + superman pushed a kid off of a roof?
Its The Boys, want to say that bit is in season 2
@@MysteriousFawx OK, thank you
15:07 whats the song
That's the Hades ost, I think that's the first half of tartarus
What mod do you use for priorities?
I used to use Work Tab but it's not officially updated to 1.5 yet. Someone has put an unofficial fork up in the meantime. There are a few good alternate work tab mods though, I just liked that one the most for it's control scheme.
@@MysteriousFawx thanks man