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To reproduce just turn up the population and spawn in rebirth. Fast forward time and it happens in a day or two.
Which is to have weaker enemies' squads. ;)
Thanks for yours reports, which led me to making many different tests, in order to better understand this game's spawning mechanics.
Here are my conclusions about a squad limit, linked to this mod :
- there is a limited number of spawn points in all regions, which can potentially spawn enemy squads.
I tested this by adding hundreds of enemies in the spawn list of a region, with a spawn rate of 100%, they didn't all appear on the map : only one squad can spawn in a spawn point.
- when a spawn point is activated, the game will look into the spawn list and roll a dice, but will always spawn something.
For example, let's say a region has 5% chance to spawn bandits and 5% chance to spawn wolfs.
One spawn point can then either spawn a bandit or spawn a wolf, with a 5% probability for each.
I thought that a spawn point could then remain empty, if no bandit or wolf was spawned, but no, the game will instead spawn an animal (for example a spider in the great desert).
- Most areas have a very low squad spawn chance (less than 5% spawn chance), so the game will most of the time spawn an animal instead.
In these areas, this mod doesn't lower the difficulty, as it'll have a chance to spawn a weak enemy squad instead of a neutral animal one (though some areas have hostile animals).
In conclusion, I think this mod doesn't lower the difficulty in areas were the spawn chances are low (which is the case for most areas).
It does (slightly) lower the difficulty in areas where the spawn chance is high (so a few areas in the whole game).
In order to impact less these high spawn chance areas, I edited this mod so that the weak squads have 50% chance to spawn, compared to their vanilla counterparts.
(From the original 200% I originally set)
Thanks for taking the time to read me, please report any issue. :)
Do you know if there's a FCS setting I can change, in order to test this?
I'd like to put max ennemies' squads to a very low number (less than 5) and see the potential consequences.
As I can't find an official source, about the max active ennemies' squads.
(The in game settings are limited to 50% of an unknow value, so I can't make precise tests)
Example: Lets say the game can keep 100 squads active in the world at once.
Without the mod = 100 large squads 10-17 people in each.
With the mod = 40 large squads, 60 small squads from this mod, 1-3 people in each.
Net result, with the mod, fewer large squads in the world :)
Easily fixed by increasing max squad multiplier in the game settings.
I tried the following test, to see if this mod was affected by a maximum squads setting.
Max faction size = 1
Max squad size = 1
Max squads = 1
Then imported my save and ran around.
Normal squads and weak squads spawned without issue.
Maybe the problem you're refering to, has been fixed in recent patches?
I dont think this is entirely accurate.. Because these weak squads will still take up one "slot" in the maximum squads in the world, right? So players probably wanna increase their squad multiplier in the gameplay settings if using this.