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Did you not find them? Where they not working?
Also, I have finished the scenario. It was still easy. I did increase the heat and difficulty after my second session. Perhaps you need to add the AI Defence blocks to all the buildings ?
Unfortunately, I've gotten very little feedback. I DO appreciate your feedback.
The progression stuff has gotten really wonky after all the changes that Keen has made and it needs lots of research to find out what's going on in these cases.
You suggested I move to this version of the mod; I have since tried the game locally and hosted on a server remote and with a friend hosting on their machine and I am still getting the same issues.
Sometimes when I remake the game as a fresh install for the first time, we both have access to all starting blocks but after reconnecting or restarting the server one or both of us will have missing blocks.
I’ve tried both version of these mods under every condition suggested, please look into this bug
if you want help testing please message me - we can do a screen share to trouble shoot the issue. as the mod is now its unplayable for me and my friend
For example, when the scenario was created there was just batteries, reactors and solar panels. Wind and Hydrogen engines where not in the game.
Also, there are many more vanilla blocks and DLC blocks that have been used in places in the world.
This world should automatically use the correct version of the mod.
The new one shows version 47, and seems to be running better. Not sure how I managed that...
It should be using the EFM friends test version of the MOD which is currently V47.
I've completed the scenario (just made it to the satellite yesterday); oddly enough, it threw an error when I did, and when I checked the EFM log, all it had in it was:
[12:39:04] Initialising Escape From Mars build 42
[12:39:04] Game Language=English
[12:39:04] SE Version=1.204.18
[12:39:04] Economy items enabled
[12:39:04] Warefare1 items enabled
[12:39:04] Warefare2 items enabled
[12:39:04] Current Mission Length: 00:00:00
[12:39:04] Original world was loaded by Version:42
[12:39:04] Loaded world was saved by Version:0
Going to check later if it does it when running without the Plugin Launcher and any Plugins enabled
How far along are you in the game? How long have you been playing?
How many convoys are active?
/efm convoy
will tell you the answer
https://imgur.com/a/HjLvVBh
vs what it looks like when running smoothly:
https://imgur.com/a/SPlSjYa
It seems to be less severe and frequent after a full reinstall, but its still somewhat noticeable. It almost feels like, and this is probably a bad comparison to make, how Fallout 4 feels when Papyrus starts to chug.
Do you have a beefy platform or closer to recommended?
Was this multiplayer?
Wouldn't be a big deal if it wasn't so blasted frequent heh... anything I can provide that might be useful, or any idea what it might be? Something triggering to check for spawns or the like?
I tried shooting out the antenna so they couldn't call reinforcements, but they kept doing so.
I tried taking out the AI blocks and remote control if I could find it, that didn't seem to help either.
I went for the batteries and disabled the entire powergrid of the station, and that finally worked.
I think there should be a few different triggering type events. Take out the antenna, reinforcements can't be called in regularly (with antenna, new ones come as soon as old one is disabled).
With no antenna, reinforcements come to check out the area saying the base has lost contact or something. If they leave after finding nothing, the antenna is repaired/replaced or a comms ship spawns in and lands on the station to act as its new antenna. Convoys that reach 500 meters of the station can also serve as a temporary antenna.
If the base has antennas and its guns are taken out, an attack force comes in, multiple heavily armed ships.
I did forget to share my stream playthrough though, might do a new one at some point and just record it instead so I can clip out the bits I think are important to show.
I know the other spot is the bomb tunnel to secret research
I found a small reactor in the pit next to the Flight research station behind the text panel I guess this was overlooked I'll keep looking for them and post any findings here
I had a thought though. I think you should disable reinforcements if a base's antenna is taken out, after all, it can't actually call for help with no antenna.
You might also consider bases slowly repairing themselves once the player exits their detection range. Not sure how you'd go about doing that though. I also found a few things I could do to exploit the AI a little bit while in a base during the stream. Not sure how you'd solve that either.
I am using Nukeguard's discord by the way so if you wanna chat there, just give me a ping!
As per safe zones, you can actually place in non-safe zone zones, spawning them in with the admin menu I believe. I'll look into it if you want, these are free and cost no energy and last forever.
As per the bomb, I didn't have any difficulty tunneling to the base really. After the tunneling wasn't all that successful because I still kept getting one shooted, I actually just flew up to the base super fast and got under the stairs, at that point it was extremely easy.
Is the other player in the CRASH faction? Was this hosted or dedicated server?
The current detection is players. In the past there wasn't AI blocks and any real threat would require player control (even remotely). But that's probably no longer the case.
I do have on my list to maybe add player grid detection, but I have not yet started implementing it.
The rotor turrets are mod script controlled. so that's what's blowing them up when the gun is damaged. I'll look at hiding the sensor behind something.
Safe zones require zone credits. and a descent amount of power. There is a 'bomb' ship that is spawned that is used if you're underground near a base (but not TOO near).
That would probably be the most complex of all the things but, would add to the danger. Kinda like the reavers mod, but they also use cameras to find you too so that'd be another interesting thing to do.