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I didn't get this section if by any chance you're still around. If I set an interval of 30 days without min/max value just a bunch of power rules, does it work a little?
broken indeed, I found kind of a work around though by setting more groups and smaller.
I was obviously quite frustrated and burnt out when I wrote this one. Looking back, I think I meant that the min/max intervals don't consider _each other_ from different periods, so if you have a bunch of periods of 2 days, each having 0-1 for min-max interval, then you may have zero raids in total. Interval of 30 days should work fine, however you still have to set min/max interval, even if it's 0-0.
Also, if you're currently working on mods for this game, be sure to check this guide out. It's my most recent work; I believe it sums up pretty much everything that can possibly be done here.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2912922403
All right that was my conclusion when I read you the first time but I was afraid there was more issues. I'm doing a 5 years scenario (220 days, 33 locations, 5 winters, 5 crime season,12 dwellers cap etc etc) so I basically set 5 large periodes of raid + 5 crime season. In this config I'm kind of happy intervals from a period are ignored by another one. I didn't meticulously tested it yet, but the first tests "worked".
Already did
I discovered and played this game quite late, only a couple years ago and at this time I really enjoyed the Endless mod of Kierk.
Came back recently and played it again but after 50 days there was still too much things not working or frustrating so I just want to remake his endless mod slightly more polished (from my POV).
By the way I bumped into another issue today... I had finally finished my MapPack, tagged locations to be blocked either during crime season or during winter. And when I tested it the locations that was supposed to be blocked during crime season wasn't blocked at all. A bit upsetting for such a simple feature x). Any idea?
Sorry, none. If you're certain that you've set those dates as crime season in your timeline... and that's the exact timeline you use... and there's no error with map pack... then it's supposed to work just fine. Is it the first crime season or the second one? It's possible that the game may simply not be prepared code-wise for several separate crime waves.
I'm glad to see how people learn from each other and progress. I played before you published "Against all odds" but after "Kierk era". You basically made "The final touch" DLC. That's trully amazing. But I won't spend as many nights as you did
This is the first crime period, Day 6...
Debug winter = true seems to properly block the selected locations for winter though...
I tried as work around to use "SelectiveLocationsBlockingEntries" and it seems to work for now...
Edit : Other issue
When I launch the game with no mod at all the game is launched properly. But now it crashes at launch few times before it finally works properly. It feel it's kinda related to the mod update or something. Any lights on this issue?
Nice one bud
Wait, that won't do. You may need SelectiveBlocking for a lot of other things, no need to get it mixed up here as well.
Can you tell me, step by step, how do you adjust your blocked locations?
Not much to say about this - it does that for me as well. Workshop mods, however, seem to be a bit more stable. So, once you upload your mod to Workshop, things gotta get a tad better.
Actually I won't need it since the main objective is roughly to last as long as possible with as many people as possible. I didn't plan to polish the scenario too much with special events. That's a shame they didn't add more randomisation. I already did some trade/shortage event for coffee/med/vegetable/cigarettes and that's a lot of work...
But what I did is :
> duplicated customMapPack
> Got rid of multiple version of the same location
> added the brother house location from WarStory
> Tagged 10 (out of 33) locations BlockingAvaliable = true
> Tagged 10 other locations "Blocking Winter" = true
> Define 16 groups (A > O) with roughly 2 locations in it
> 1000000 complicationTier for all other pack
> 0 Tier for all scenario
> I got rid of specific vanishingItems rules in my timeline too.
And defined major events in my timeline
day 1 summer
day 6 > 16 crime (start > end)
day 46 > 56 crime
day 86 > 96 crime
day 126 > 136 crime
day 166 > 176 crime
day 23 > 37 winter
day 63 > 77 winter
day 103 > 117 winter
day 143 > 157 winter
day 183 > 197 winter
I gonna make a test run now.
Anyway, this looks good, but I don't see where you define location blockage due to fights. It's not the same as "crime wave". Check Kierk's guide, I think he explains how to block locations.
Yes but I put central square + garage + Hospital + Club + School + military outpost as trading location. I want to be able to build a whole supply chain (vegetables, med and cigarettes etc) and use it ideally when the price goes up. So some visits are dedicated for trade (because Franko only show up once every 15 days). Ideally at the end of the scenario, ressources are very low, map is empty and you have to be well prepared and rely on trade.
I'm quoting the tutorial :
So for me it means IF MajorCrimeEvent active AND blocking avaliable = true THEN location is blocked. But it doesn't work. (it works fine for winter when temperature hit 0°C)
But I have to admit this is weird, radio localized text never mention location blocked due to "crime". This is always about bombing or Army VS rebels.
I noticed majorEvents in the timeline doesn't seems to do anything expect changing the picture displayed when the day start. This is especially true with winter. Everything being triggered by the temperature (snow + blocked locations) and not by the event itself.
So how do you trigger locations being blocks by this variable ?? "BlockingAvaliable = true"
Other issue :
1. Kierk said you could display 34 locations but i'm only able to display 33. the 34th goes under another one. And I certain this is the "standard" layout (34 locations) not the custom scenario Layout (32 locations)
https://steamhost.cn/steamcommunity_com/sharedfiles/displayimageformodaldialog/?imageurl=https%3A%2F%2Fsteamuserimages-a.akamaihd.net%2Fugc%2F793126895906661227%2FB452A041F0C0367ADA60FF3364D3508AA718ECC2%2F
In my case location 30 at the same place than location 31 (behind it) and there’s nothing in the location 30 spot…
2. Does the trivia radio is filled automatically by random fluff? I used trivia to announce when prices go up and down, but it only starts day 32. The first few days I have nothing in the channel which is fine but at some point I have random fluff (which is fine too but I dont want them to override what I defined for my timeline).
Can't help with that. I never had the need to have this much locations.
No. For all radio stations (including music) you should have a timeline that's names exactly the same as your main timeline. It works, I have created quite a few brand new timelines and they all have messages on each radio station every few days.
Allright got it. The fact that's they talk about crime season is misleading (and it has been a long time I didn't play vanilla). It's simply an option to tag location beforehand and block them all at once for whatever reason without listing everyone of them each time.
No. For all radio stations (including music) you should have a timeline that's names exactly the same as your main timeline. It works, I have created quite a few brand new timelines and they all have messages on each radio station every few days. [/quote]
That's weird. It's definitely the proper timeline for the trivia channel. My first message starts day 32. And I have message before this day I never set in the Trivia channel. We'll see I gonna make a new run and see what's happening day 32.
TYVM!!!!
Weird indeed. Make sure you didn't confuse start day and end day. If you do, and there's an entry that starts on day 0 and ends after day 1, then it sure should work. One of the few things in Storyteller that actually works flawlessly, at least for me.