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"behind" = "enemies x levels behind"
"ahead" = "enemies x levels ahead"
I want so tect level +1 above me attacks me, but all tech levels lower them me still attacks.
If i want that how do i set the settings.
Like this? or is that wrong? https://i.imgur.com/7MIfhhL.png
For the second question, I'm not familiar with Ferisses' mod version, so I can't speak of particular mod differences
I will use the one from GwinnBleidd as it has a descriptive descrption and a changelog.
Whats the differnce between yours and Ferisses?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3212720579&searchtext=Ignorance+Is+Bliss
For the % option - It takes the % of the completed number of techs to determine your tech level, right?
What happens when a mod adds new techs, or new tech tabs? How do those factor into the equation?
Would those count towards the % too, so we'd need to unlock a ton more stuff to go up a tier? If so, is it just stuff in the standard research tab, or stuff from every tab?
Or is it just a flat % based on the number of techs in vanilla, and unlocking modded stuff makes us progress faster?
Mostly curious so I can judge what an appropriate % to set it to would be
Babashunday
It was from a quest in which a child asked to join but didn't tell what the threat was.
https://gist.github.com/HugsLibRecordKeeper/ce30d321fdc47c79d9dede98e7b9c80a
Then I was attacked by space pirates with a level 10 psycaster wielding a laser cannon, a man that nearly ripped our entire clan apart.
It was in that moment where we realized that it might be best to embrace isolation, and hide away from the strange fleshy warm ones with their fire cannons.
There are Quests (QuestScriptDef) and the are Incidents (IncidentDef).
Depending on what exactly they do those 2 could look similar, but they still different in how they are triggered and managed by game.
Quests appear in your quest journal, and generally you have more control over them, while incidents just happen to you.
And I think this mod's dealing with quests, while the Hunting party is implemented as incident.
Plus, I'm not even sure that option works anymore. I personally don't use it, and use this mod only to limit raids, not quest.
I'll try to test it on weekend, may be it doesn't work anymore
Is there any way to patch those mods to be affected by this?
I see, and many thanks for checking. Its not possible to even have a checkmark for all factions like we have for Empire and Mechanoids? I think that would straight up allow anyone to custo,ise his raids, (and AFAIK there is nothing like this)
I'd probably implemented them if I were the original mod author, but they are too significant to be done under this mod's title, imo
Have a question though, would it be possible to add a weighting system?
So rather than straight up removing the faction from a pool of raiders, make it so they can appear but with a low chance
Something like: say your tech level is medieval, that puts you at: 40% neolithic raid, 50% medieval raid, 10% industrial raid
1. The map normally should no be checke frequently, I mean how frequently do new Faction bases appear, even with mods like Rimwar (which would be incompatible anyways by being a doublicate function)
2. Safely hidden away mod already does this in some way, but there is no filter and no indication on which factions can reach you and when. Very opaque mod, while yours already has miles better UX.
3. Mechanoids and other special factions are already a separate toggle, why not keep them as such?
P.S. I am just a novice but maybe I can help if you are busy? Do you have a depo?
@Furfante always post a crash log if any and your mod list, else a dev will never be able to troubleshoot your issues
I remember there's a patch for a method when visitors are about to arrive and that method affects both raiders and traders arrivals. I'd need to patch that, but I gotta do some things first:
1. confirm that map checking doesn't affect the performance (depending on how often it's called)
2. split the traders/visitors from raiders (or they will be affected by range limit too)
What about mechanoid raids, btw? They don't have map presence in vanilla as far as i remember.
I'll try to look into it, but i don't have much time right now, so it may take a few weeks