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I made a continued version with the following change:
1. Add Chinese Simplified and French translations
2. Add new mod options allowing to apply compressed raid stats to pre-spawn enemy pawns when a map is generated (attacking enemy settlement, for example).
Enemy pawns pre-spawn during map generation are not really "compressed" since they are not generated by storytellers, so you will still face the same number of enemies. Only stats power up are added to them. The stats magnitude is calculated separately, based on the current storyteller threat point of the RICHEST PLAYER SETTLEMENT (SOS2 spaceship included). Adjustable in mod config.
I haven't tested myself, but this addition may be useful especially if you want to make some late game scenario less boring, such as settlement attack or SOS2 ship boarding fight.
Be warned for anyone else
and chimera and devourer can get CR buff.
what's the difference?
I used to see a smattering of pawns with legendary equipment when the compression factor was set to the extreme in the original version...has this been restricted in this version?
From past comments I'm assuming not...
Has anyone had success in getting raiders with legendary equipment to appear in the current version?
@ anyone else - a majority of anomaly raids are actually affected by this mod, it's only shamblers that i've actually had a problem with!
- Description has been updated to reflect lack of support for the Anomaly DLC specific events.
I only recompiled the mod to work with 1.5, the shambler assault event (and other Anomaly events) do not function as "raids" and so isn't affected by the mod. Sorry 'bout that.
One question: Have you thought of increasing raiders' HP? Or is it too complicated?
Thank you for taking the time to reply.
I am unable to find the drug and there is an error...;;
Thank you! And I am relieved to know that it is a harmless error.
Thank you for your kindness in sharing this information with us.
And again thank you for making this mod compatible with 1.5.
I wish you a good day and hope you have a great day.
Not entirely sure, but it seems the mod is throwing an exception because it can't find a spesific drug. If you've removed a mods that adds drugs, then deleting the config file should remove the error. Otherwise, the error is harmless.
Nice to meet you. Hello.
I am a loyal user of this mod you forked.
Thank you for supporting 1.5.
I found a red error and would like to report it to you.
I am sorry to bother you, but I would appreciate it if you could check it out.
https://gist.github.com/HugsLibRecordKeeper/a044e677d69a0b96c2b372ae584228ab
And I am not an English speaker, so sorry if I did not communicate well.
Also, yes, the function to compress mechanoids is borked. Sorry bout that.
HugsLib log, if it helps: https://gist.github.com/HugsLibRecordKeeper/5deb15e5effb7f6010ecb021d1e9a75b
In the late game, where compression is usually needed, traps are pretty much meaningless in the first place.
However, if you increase the enemy's defense, some weapons become useless and the game is completely broken.
IncomingDamageFactor, which changes the percentage of damage taken, seems like the most appropriate stat for scaling difficulty, so I'm not sure why it hasn't been included yet.
Your incompatibility warning against VE Psycast is not true. I use this mod yet still see psycastors occasionally in tribal raiders.
It is ok. Not a game breaking bug or anything, just wrote it so you would know about it. But maybe when you have time you could add option to turn off comression for anomaly entities raids? Would be helpful in some cases and return "zombie horde" experience. :)
Yes, I am using 1.5. It was likely "Big and Small" (there we some warning messages, but not errors), but I can't reproduce problem anymore, besides raids with "Big and Small" genes were generated before (sadly I didn't count pawns), raid was totally empty only when it was generated by Anomaly event with Gorehulks in particular (Shamblers and Chimeras were ok).
I'm currently in the middle of moving so I'm currently unable to look into the these issues. I can say however, I've used this mod in modlists of 200-600 mods and it's worked fine, so it's probably a incompatibility with another mod.
@JackFromShadow
There seems to be an issue with one of the "Big and Small" patches. Could you try and test without them? Could you also confirm you're on 1.5.
I am glad that you are maintaining this mod, although it seems that there were some problems during the handover.
Error log: https://pastebin.com/Dq50hEJc
Modlist: https://pastebin.com/rR4CdmMW
I'm currently using about 100 mods, so it could be a conflict with another mod, but I'm pretty sure I excluded this mod and that fixed the issue.