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
Aye, from what I can tell it doesn't sound like it breaks anything this mod does either! I will provide 1.6 support as soon as I can.
"Scaria rework: Scaria got scarier! Infected animals now look the part - mangy, red, and covered in sores. You really don’t want to get close, because wounds from scaria-infected creatures cause “scaria infections” - these behave like a normal infection, but cause full blown scaria upon reaching 100%. Humans turn too."
Happy to hear you are enjoying the mod! Sadly I do not have plans to touch the incident logic for this, it would be a bit too "out of line" for what this mod is trying to achieve.
It only effects ranged units, as is stated in the description. This is such a minor issue that I didn't even flag the mod as fully incompatible, it just makes those very few units that are only ranged a lot worse at man hunting.
I won't be fixing this because of how much custom code there is in MVCF to force ranged manhunters to use their ranged attacks, it's just too much trouble to be worth it.
I could, but it doesn't feel like it's in the spirit of how manhunters are supposed to work. With this mod there already is a big "debuff" to manhunting animals because they no longer bee-line to your defenses and might not interact with your colony at all.
Would you be willing to alter the general predator behavior of never hunting if not hungry?
Sorry it took me a bit to get to it - I have added an extra check for the logic there, but the main issue was that the manhunting lord (group AI controller) did not calculate a target for the animals to attack and thus tried to attack a NULL target.
https://gist.github.com/HugsLibRecordKeeper/a87d8331d32b2c59dd1803a6db0ee469
MultiVerbCombatFramework, which used to be a standalone mod until it got bundled into Vanilla Expanded Framework.
Managed to work in out-of-range retaliations for manhunter packs - no more easy pickings for sniper rifle users :)
Yea, I can reproduce this behaviour as well, it's obviously not intended, this makes it too easy to pick them off from massive distances like with sniper rifles. I will try to work on a fix, but I got a lot on my plate right now.
Odd, when attacked manhunters should lauch a coordinated retribution attack... I'll take a look at that
The issue was caused by manhunter pawns without food need, I added a basic check to prevent this from happening in the future, I hope nothing else breaks for these animals, I did not plan for manhunters to never be hungry
https://gist.github.com/HugsLibRecordKeeper/3fd5bfdf9a68154cb4d1f28027deefb5
Are you using the setting to "Manhunters attack anything that moves"? That allows manhunters to attack wild animals without being hungry.
I don't see how it would, unless that mod fundamentally changes manhunter AI
One ide i would love to see added is when a pawn hunts a predator and it go revenge/manhunter it now start attacking other animals rather then the pawn. Could it be done so only when hunted they target the hunter?
I have fixed what I suspect the cause for that issue to be. That being an attack duty being initiated when no member was in range to attack the target - which meant that there was no attacker to defend and thus the error was spammed in the log. Hopefully it's fixed now.
Think i found a problem when used together with the mod "guards for me"
https://gist.github.com/HugsLibRecordKeeper/9c1837a37f4091ec5b48a6aec1ec3f91
Hope you will look into it :)
Tried to mess around with it myself but they just leave bodies until victims bleed out.
Other than that, great mod!
I'm pretty sure that's already in the mod. Check the mod settings.
It's too easy to just wait out a day with manhunters on the map until they sleep. Especially with how "passive" this mod makes manhunters. I wanted a more interesting mechanic than just waiting for them to sleep.
If Scaria is the causes of it then I think they will remain manhunters will they die.
Other than that its a normal mental break event that usually goes away when they sleep.
I think it would be interesting to have it last a few days instead of forever but I figure any manhunter animals wouldnt last a few days anyway so making it a few days or forever doesnt make much difference.
Yea, I'll need to look into edge-case handling for when manhunters try to restore from a state without manhunting participants I guess. No promises when I get to it, but it's on my list.
But i startet after a time to get some new red errors refferring to this mod.
https://gist.github.com/HugsLibRecordKeeper/d4b585e8cf196be1a27a8703e6b9c272
Probably. It's hard to take guesses here because I have no idea how MP synchronizes AI and Lord logic. Best I can tell you is to just give it a try - but if it doesn't work I am not sure if I'd invest the time to provide compatibility.
Odd, looks like the manhunting pawns were not properly scribed, I'm afraid I don't really have a solution but I could try to add some logic to recover from this odd state and make the mod behave normally again and not spam errors... I'll put it on my To-Do, but it's not a very reported issue, so it has rather low priority
https://pastebin.com/rt8SFShx