Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
That would be unrelated to this mod since it doesn't touch AI. I can't say I've noticed them ever doing it to that extent. However Vanilla flee behaviour can be a bit weird at times where they'll try to flee through your base or through a door instead of a better route.
That behaviour sounds like it could be coming from a mod. The vanilla behaviour is to swarm the enemy and attack unrelentingly once provoked. They'll call off their attack if not engaged for a specific amount of time. If all their hives are destroyed they'll shift to a more neutral behaviour similar to animals where they'll wander and defend themselves. Pathfinding can cause them to act a bit more erratic at times if they can't reach their enemy. They might wander or try to find an alternative path.
Unless this mod is placebo effect for me, they seem to just mindless march into gunfire and stopped backing off for a long while now.
I'm afraid this mod won't change the behaviour of insects since they're already set to never flee. The way insects react is more down to the AI behaviour they've been assigned which this mod does not change.
I've never encountered that issue before and I use giddy up 2. If it is related to my mod there isn't actually a way for me to fix that. This is a very simple xml mod that simply adds a vanilla tag to the factions. I'm not sure why they'd spam a wait job like that since there isn't a reason for them to do so. More than likely the issue itself is coming from giddy up or some other mod.
When I am raided and the enemies are on mounts and a person is downed but the mount is not, the animal will attempt to flee the map. That part is fine.
The problem occurs when the animal is also downed, and when the raid is over. All of my doctors are stuck standing still and will not move until the last enemy animal is finished off.
I will get hundreds of errors like the one below, but once the last enemy animal is finished off, everything goes back to normal.
[quote]
Lanaca started 10 jobs in 10 ticks. List: none curDriver=JobDriver_WaitMaintainPosture (toilIndex=0) curJob=(Wait_MaintainPosture (Job_61430031))
UnityEngine.StackTraceUtility:ExtractStackTrace ()
......
[/quote]
That could be due to CAI 5000 if you're using it. I noticed in the past it had some issues with mechanoid raids from ships or clusters. If that's the cause then my mod likely won't fix the issue since the mechanoid faction is already set to never flee even in vanilla.