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Works now!
I've subscribed, booted the game, refreshed mods, restarted, no dice. I've tried both unsubbing/resubbing and reinstalling. The files seem to be going into the /mods/ folder just fine.
Do you have any insight that might help? I tried installing a couple of other mods to see if they'd be recognised and they were.
Cheers for your time!
Can it be a conflict with other mod, or has anyone else encountered the same problem?
Loading traceback:
game/sim/simunit.lua:57: SYSTEM ADMIN
stack traceback:
[C] in function 'assert'
game/sim/simunit.lua:57 in function 'getID'
game/sim/btree/situation.lua:8 in function 'hasUnit'
game/sim/aiplayer.lua:569 in function 'findExistingFleeSituation'
game/sim/aiplayer.lua:576 in function 'createOrJoinFleeSituation'
game/sim/aiplayer.lua:299 in function 'updateSenses'
workshop-569390373/aiplayer.lua:151 in function 'tickBrain'
game/sim/aiplayer.lua:417 in function 'thinkHard'
game/sim/engine.lua:2109 in function 'applyAction'
game/client/states/state-loading.lua:149 in function <game/client/states/state-loading.lua:91>
I tried to run into the exact same situation again, using different methods to knock out the guards, and the bug did not occur again. Thanks for all your amazing work!
stack traceback:
[C] in function 'assert'
game/client/strict.lua:26 in function <game/client/strict.lua:24>
workshop-569390373/passive_abilities.lua:405 in function 'onTrigger'
game/sim/engine.lua:1923 in function 'triggerEvent'
game/sim/simunit.lua:442 in function 'setAlerted'
game/sim/aiplayer.lua:293 in function 'updateSenses'
game/sim/aiplayer.lua:627 in function 'processReactions'
game/sim/engine.lua:1262 in function 'processReactions'
game/sim/simunit.lua:1355 in function 'tickKO'
game/sim/simunit.lua:1908 in function 'onEndTurn'
game/sim/engine.lua:2036 in function 'endTurn'
game/sim/aiplayer.lua:448 in function 'thinkHard'
game/sim/engine.lua:2109 in function 'applyAction'
game/client/states/state-game.lua:362 in function <game/client/states/state-game.lua:359>
game/client/strict.lua:26: variable 'unit' is not declared
stack traceback:
[C] in function 'assert'
game/client/strict.lua:26 in function <game/client/strict.lua:24>
workshop-569390373/passive_abilities.lua:405 in function 'onTrigger'
game/sim/engine.lua:1923 in function 'triggerEvent'
game/sim/simunit.lua:442 in function 'setAlerted'
game/sim/aiplayer.lua:293 in function 'updateSenses'
game/sim/aiplayer.lua:627 in function 'processReactions'
game/sim/engine.lua:1262 in function 'processReactions'
workshop-1745350836/simunit.lua:250 in function 'tickKO'
game/sim/simunit.lua:1908 in function <game/sim/simunit.lua:1806>
(tail call) ?
workshop-1745350836/simengine.lua:153 in function 'endTurn'
game/sim/aiplayer.lua:448 in function 'thinkHard'
game/sim/engine.lua:2109 in function 'applyAction'
game/client/states/state-loading.lua:149 in function <game/client/states/state-loading.lua:91>
And here is my savegame - https://drive.google.com/file/d/1CTfzZY3Qpl30ea8h_vbQijWFrXREnWKk/view
If there is something I can help with, please tell.
{ id = item_ce_pulsegrenade_thrown, upgradeName = item_ce_pulsegrenade_thrown, name = PULSE GRENADE THROWN, traits = { explodes = 0, throwUnit = item_ce_pulsegrenade_thrown, sightable = true, range = 5, hidesInCover = true, dlcFooter = { Advanced Guard Protocol, gui/icons/ChallengingEnemies.png, Cyberboy2000 }, keepPathing = false, aimRange = 4 } }
game/sim/simfactory.lua:17: table: 6AFB6798
stack traceback:
[C] in function 'assert'
game/sim/simfactory.lua:17 in function 'createUnit'
game/sim/abilities/throw.lua:86 in function 'oldExecuteAbility'
workshop-1745350836/abilities/throw.lua:32 in function 'executeAbility'
game/sim/btree/actions.lua:796 in function 'executePath'
game/sim/btree/actions.lua:890 in function 'update'
game/sim/btree/btree.lua:57 in function 'tick'
game/sim/btree/btree.lua:127 in function 'update'
game/sim/btree/btree.lua:57 in function 'tick'
game/sim/btree/btree.lua:155 in function 'update'
game/sim/btree/btree.lua:57 in function 'tick'
game/sim/btree/brain.lua:88 in function 'think'
workshop-569390373/aiplayer.lua:156 in function 'tickBrain'
game/sim/aiplayer.lua:417 in function 'thinkHard'
game/sim/engine.lua:2109 in function 'applyAction'
game/client/states/state-loading.lua:149 in function <game/client/states/state-loading.lua:91>
Here is my Mod List - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1987775493
I'm not sure that the bug is in Advanced Guard Protocol but yeah, I wanted to try my luck.
Added loading screen tips.
Guards with 360 degree vision now display their range in the tooltip.
Tooltips regarding vision will not show up when the range is 0.
Mainframe Attunement and Mainframe Booster now add ap relatively, rather than setting it directly, making it work with other effects that modify ap.
Peripheral Optimizer now uses modifiers, making it work with other effects that modify vision arcs.
Advanced Patrol generation has been completely reworked internally, which significantly improves performance (especially when there are Omni Habringers)
Fixed System Admins still appearing when they are disabled in the generation options.
Further tweaks to Drone Engineer behaviour.
Reduced Omni Drone control timer from 2 to 1.
Fixed endless crashing when mod is disabled.
Update: Compability with the latest version of Red (Transistor)
On a side note, it's weird that larger mods like this one or I&A don't have those posted either here or on the forum.
Update: Fixed crash when the Red mod is not installed and enabled.
Five new guards.
Assaults and Killers are now restricted to one attack per turn.
Reduced range of Tsukumogami 2.0 Pulse Scanner.
Added a new tooltip for guards that for whatever reason have 360 degree vision.
Tooltips about LOS no longer show up on hacked drones.
Barriers now properly stack with armor buffs.
Fixed patrol changes only generating basic patrols.
Fixed infinite lookaround loops.
Fixed guard communications not working under certain circumstances.
Fixed issues related to greater than 360 degree vision.
If you have a suggestion, whether it's for guards or something else, I'd happily hear your opinion.
In the meantime, here's an update that tweaks some of the behaviour of the Drone Engineer.
@Tikotitok I have not been able to reproduce that issue, if you or anyone else experiences it please make a copy of your log file and link it to me.