Steam installeren
inloggen
|
taal
简体中文 (Chinees, vereenvoudigd)
繁體中文 (Chinees, traditioneel)
日本語 (Japans)
한국어 (Koreaans)
ไทย (Thai)
Български (Bulgaars)
Čeština (Tsjechisch)
Dansk (Deens)
Deutsch (Duits)
English (Engels)
Español-España (Spaans - Spanje)
Español - Latinoamérica (Spaans - Latijns-Amerika)
Ελληνικά (Grieks)
Français (Frans)
Italiano (Italiaans)
Bahasa Indonesia (Indonesisch)
Magyar (Hongaars)
Norsk (Noors)
Polski (Pools)
Português (Portugees - Portugal)
Português - Brasil (Braziliaans-Portugees)
Română (Roemeens)
Русский (Russisch)
Suomi (Fins)
Svenska (Zweeds)
Türkçe (Turks)
Tiếng Việt (Vietnamees)
Українська (Oekraïens)
Een vertaalprobleem melden
I believe I have resolved this problem in v1.1.2, so this is no longer relevant.
If you're playing the classic storytellers, your colony population will be capped at a certain amount (13), such that the incidents related to his mod will no longer fire naturally. That can also be the reason why some of you don't have the events happening. In fact, above the cap, the storytellers will actively try to kill your pawns.
This mod works best if you start with 1-3 colonists and want to add about 4-6 more. If you start with 10, or want to add another 20 more, the storytellers won't cooperate with this mod.
You can try the mod called Dynamic Population which (supposedly) fixes this problem. I tried that myself with an existing game of 8 pawns and changed the settings so that the storytellers will behave like I always have 1 pawn; but it didn't seem to increase my chances. So I'll leave it up to you guys to try.
I will think about how to fix this issue. Any suggestions will be welcome.
Made obsolete with v1.1.2
Pawns are first created using Prepare Carefully and given the Ally trait. These pawns will be saved to a list when a new game starts.
Every time one of the relevant events occur, a random number from 1-100 will be rolled. This number is tested against the Probability to Spawn, which begins at the value specified in the options (Minimum Probability To Spawn).
> FAIL: If the rolled number is greater than the probability, the default event will fire. The probability is then incremented by a fixed amount (changeable in mod options).
> SUCCESS: If the rolled number is less than or equal to the probability, the event is "hijacked", and one of your Ally pawns from the list mentioned earlier will be injected into the event.
On a success, the probability is set back to the Minimum Probability To Spawn. This ensures that over time, the chance of getting your Ally pawns to spawn will increase. It will be reset once they have been spawned.
Pawns that were not recruited and lost to the world due to whatever reason except DEATH and KIDNAPPING will be added back to the Ally list.
This FAQ is no longer relevant.