RimWorld

RimWorld

Empire [Deprecated]
 Toto téma bylo přilepeno, takže je nejspíš důležité
Danimineiro  [vývojář] 16. pro. 2021 v 2.03
Known Bugs and Fixes
Failed to generate Map
When manual settlement defence is enabled (/automatic resolve is disabled) the map generation upon a defence fails kicking the player to the main menu

Fix:
Enable "Automatically Resolve Battles" in the mod options:
The setting to set in an image[cdn.discordapp.com]
Naposledy upravil Danimineiro; 16. pro. 2021 v 2.07
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Zobrazuje se 112 z 12 komentářů
thats not a fix thats just changing from whatever one would want to whatever isnt broken
Danimineiro  [vývojář] 7. úno. 2022 v 13.45 
frogtritonix původně napsal:
thats not a fix thats just changing from whatever one would want to whatever isnt broken
Sorry this post is outdated, technically it shouldn't even be here because we don't officially provide support on steam
Latest empire mod update is conflicting with VFE: Ancients. Getting "object out of range" errors then UI disappears, forcing me to alt+f4 to exit the game. The two were running fine together until the latest Empire update.

https://gist.github.com/HugsLibRecordKeeper/772c423e0b5b0ca5398ac1074863b3fe
Danimineiro  [vývojář] 22. dub. 2022 v 18.57 
entropy008 původně napsal:
Latest empire mod update is conflicting with VFE: Ancients. Getting "object out of range" errors then UI disappears, forcing me to alt+f4 to exit the game. The two were running fine together until the latest Empire update.

https://gist.github.com/HugsLibRecordKeeper/772c423e0b5b0ca5398ac1074863b3fe


Please report this error to the SOS2 or VE team
I can guarantee you that this isn't caused by Empire
Having the AI in the squads you call in ignore the fact they have ranged weapons and running into melee 100% of the time without anyone even firing their weapon. Is this something you're aware of?
Danimineiro  [vývojář] 8. kvě. 2022 v 16.33 
dagobert dogburglar původně napsal:
Having the AI in the squads you call in ignore the fact they have ranged weapons and running into melee 100% of the time without anyone even firing their weapon. Is this something you're aware of?

No, you're the first person to report this, I haven't gotten a report like that in the months that this existed, do you get some errors in your player log?
Naposledy upravil Danimineiro; 8. kvě. 2022 v 16.34
Danimineiro původně napsal:
dagobert dogburglar původně napsal:
Having the AI in the squads you call in ignore the fact they have ranged weapons and running into melee 100% of the time without anyone even firing their weapon. Is this something you're aware of?

No, you're the first person to report this, I haven't gotten a report like that in the months that this existed, do you get some errors in your player log?

Sorry for the delay, but I tested it out a few more times. The behavior is consistent but I am not getting any errors in the logs that are relevant to empire functions or even the pawns that come in. Could this be a mod ordering issue? Like many rimworld players I have a healthy dosage of other mods but usually its very obvious in the logs what is causing an issue but I can't seem to find error logs relevant to this issue nor a solution to the AI behavior. They seem to follow the normal pathfind to enemy behavior but do not seem to acknowledge the fact they have ranged weapons and just run straight into melee 100% of the time. If you'd like, I will send you my mod collection and continue to test and read the logs for anything relevant.
my summoned allies wont attack the enemy
Danimineiro  [vývojář] 4. čvc. 2022 v 11.36 
PotatoIsUs™ původně napsal:
my summoned allies wont attack the enemy
any log?
Naposledy upravil Danimineiro; 4. čvc. 2022 v 11.36
Hey there guys, I tried to add the mod but everytime I subscribe and add it to my mod list, I try to load it up it crashes... Any ideas how to fix this?
if you remove the mod your colonists dont move in an existing save
Danimineiro  [vývojář] 18. říj. 2022 v 12.09 
awsomeanthecool původně napsal:
if you remove the mod your colonists dont move in an existing save
That's very likely not caused by our mod - we don't do anything with normal colonists
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