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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2894402265
Hope it helps anyone!
I did not anticipate that and got wiped.
I had to nerf that using another mod but man was that ridiculous.
seems like your mod is interferring with the raid spawn system in a way it should not.
If your mod is loaded and I try: Dev mode -> Execute raid with specifics -> e.g. Outlander rough -> 10k points -> StageThenAttack -> EdgeWalkInGroups
it spawns the raids differently to vanilla or the raids behave differently to vanilla.
E.g. the groups spawn on different spots but there is only one arrow (vanilla: a arrow per group) while hovering over the letter and then they all are grouping up at the same spot. (vanilla: every group has its own spot to "wait")
Screenshots:
With mod: Two of the groups walk past the whole map to group with the third group.
https://imgur.com/cOZtn7w
Without mod: Every group has its own place to group.
https://imgur.com/L6KkTYd
Greetings!
As far as I know, no. Ive commented uku's resurrection comp code on purpose, it seemed useless to have a one-day resurrection serum for player. Mb I'll rework it if I got time.
As for tribal medics, they dont need this comp to resurrect. As for them not using it, in my playthroughs they were doing their job right, so my bet is that they couldnt find a safe path to the corpse (heavy fire can spook them off). But if they wont resurrect anyone at all in couple of more or less large raids, please let me know.
SaltyDwarf
Welp, fixing one bug just brought another one. Fixed, Im not getting any errors on raid spaws, so I hope nothing is broken now
I was quite confused how these boomrats made it into my prison without breaking doors and stuff.
But after loading a earlier save and it has been a warg it was quite obvious what was happening.
Thanks a lot for the super fast fix!
I could not reproduce it anymore but I am getting this error now. I think only when the beastmaster is spawning with the raid:
https://gist.github.com/eacf863ed57e0ce74580e54bbcc2f28e
Dear lord, please forgive me for the code i wrote for beastmaster...
But anyway, ty, it should be fixed now
pretty sure I found a bug.
If a raid has a beastmaster with it and you imprison said beastmaster the game spawns animals for the beastmaster (in the prison cell) when saving/loading.
The race of the spawned animals can be different while loading the save again.
No trace of the animals can be found in the savegame file that is loaded.
Reproduced it with only "Advanced raiders" loaded.
No red errors but yellow ones about "get valid region" when loading.
https://gist.github.com/ebd387ed3239b7445c67973bcc51fd69
Tell me if you want more infos or a savegame or something.
Greetings!
Silvers Rayleigh I might be a *little* late, but yes
[SR]Raid Extension adds something like that (but not really) if you’re interested.
Comton Noted! Btw, ive tried to make a trap-disarming pawn, but it wasn't much of threat. Other raiders were rushing through killbox, collecting all traps they could before sappers were able to disarm them. And making whole group wait for sapper seemed to be a bit of overkill since traps would became useless
PremierVader I haven't noted any, but there can be some troubles when there are many of new pawns present on map
juxtapose ill try to add this option, but it will take some time (peeking at someone else's code mostly) since right now I have no idea how to make it
A tribal one who have sort of 6th sense that can avoid them with a percentage and have another percentage to disarm them
A industrial one who have a metal dectector that has the same role but with better percentage and an increased radius but it can't use any weapon
A spacer one (Royal-like) with a special detector that has better stats that the above ones and he too can't use any weapon
No idea about the utility for the colony to capturing them or their equipment
The harder for the AI would be that other raiders follow them rather than going to the death
gav.sobaken Nope. Pawns die 5 hours after taking it. A good buff for countless raiders, but not for your colonists
Awesome stuff.
Only commander and dozer are different from other pawns under player control. The first one is rare, and his inspire ability is more like a reward for capturing him. As for the second one, well, you get a tough pawn with high-tier, but biocoded armor. And their implant, which you can remove. I dont think you can find a use for their ability. Might be op, but downing one without killing and letting medic heal him (pawns die after their injection) isnt an easy thing to do.