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
Hopefully that fixes things for you!
I am encountering bugs like Constructors wandering off, scavengers ignoring Silos and the occasional blank objective, but it looks like these are issues you’ve already sorted? Is worth maybe unsubscribing and resubscribing or are there any mods I should consider activating/deactivating? Or anything else to try like running a different renderer etc?
They’re still fun nonetheless so thank you anyway :)
SetMaxScrap(AITeams[r], 1000000000)
AddScrap(AITeams[r], 1000000000)
SetMaxPilot(AITeams[r], 1000000000)
AddPilot(AITeams[r], 1000000000)
After I copied the file from the People’s Dragon campaign to this pack the sprite mine worked again.
My patch fixes most things but, for example: Any existing minelayers, APCs, howitzers and the like that had special code to make them function in a useful way for the AI enemy will cease to function. By this I mean any that are ALREADY ON THE MAP at the time of your save game. Any new ones built would function fine.
To fix the mod fully seems like it might be a lot of work especially since I am not exactly a programmer. It's really a shame that he left the mod in this state and then kinda disappeared given how cool the changes were...
Anyway, I'm not sure that I can post links here but the workshop ID of my patch is 2531253809
When I launch the Adversus Machina. It pops up a window that :
Lua script update error:
[String "ADVMCHNA.LUA"].586 Attempt to call global "supplementFuriesSilent"(A nil value)
-----
So after I click ok, I only have a recycler and me in the tank, no scrap. pilots are okay(30/30)
Could you check this one? I really love this map.
LUA package load error [string "AISPECIAL.LUA"]:2643" unexpted symbol near 'else'
no file "c\program files\steam\steamapps\common\battlezone 98 redux\loadall.dll'[string "aispecial.lua"]2643 unexpected symbol near 'else'
I'll try out the beachhead now.
FYI it is now impossible for enemy AI constructors to leave the map bounds :)
Let me know if that happens again!
Switchback - CRA vs. Pedigree Experimental (PEX) on Venus
Demotion - CRA vs. NSDF on Europa, but you start the game as a wingman, supporting the commander's base and squadron. What happens if the commander is killed? Who knows!
Alecto - BDOG vs. CRA vs. CCA on Elysium
Hills of Peace - CCA vs CRA on Ganymede
Nemesis - CRA vs BDOG on Mars, in a BZ2 Chill-style arena ST map
Crux - CCA vs. People's Dragon vs. Omega Squadron (FFA) on Venus. Best not to meddle in the Hadean ruins here...
Omegadammerung - People's Dragon vs. Omega Squadron on Mars
Fafnir - Omega Squadron vs People's Dragon on the Moon
Convergence - CCA vs Pedigree Experimental (PEX) on Io.
Because all of the terrain for these is done, and with the heavy lifting of implementing the new factions mostly done, I'm hoping I can get these out in a few weekends (path and scrap placement and minor/simple script implementation).
Also, yes, fixed the factory on Strain III!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1322430001