Barotrauma 潜渊症

Barotrauma 潜渊症

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More Abandoned Outposts Chaos
   
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1 月 10 日 下午 3:33
1 月 10 日 下午 4:04
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More Abandoned Outposts Chaos

描述
Updated version of More Abandoned Outposts

Why is this a seperate mod?
Not everyone want to almost only have Abandoned Outposts everywhere so I made this seperate version.
It's way more chaotic as the name suggests and that's why I made it.

Note: I haven't done much or any testing yet.

How does this work now?
  • All normal Outposts have a chance to turn Abandoned under conditions:
    • +10% if 2 moves away on the map from an Abandoned Outpost
    • +15% if 1 move away on the map from an Abandoned Outpost
    • is NOT 1 move away on the map from a: City / Military / Mine / Research; if is nearby one of these locations, the Outpost will not transform
    All of these can trigger once the location has beeen discovered on the map.
    Examples in the pictures (if they are not there then I still didn't make them)

  • There are no empty spaces, if they exist - they are quickly turned into Abandoned Outposts once discovered. (unless saved by a special location nearby, like a miracle)

  • All objects on the map have a good chance to have a beacon station in between them, instead of only empty spaces having that chance. (only applies if the campaign was started with the mod enabled)

Load order?
  1. More Abandoned Outposts Chaos
  2. any other mod that overrides the mentioned stuff™

What does this mod override?
  • locationTypes.xml
    • "None" Location
    • "City" Location
    • "Outpost" Location
    • "Abandoned" Location
    • "Military" Location
    • "Mine" Location
    • "Research" Location
9 条留言
thunkinator 7 月 12 日 上午 11:57 
Can actually confirm, this works 100% with DynamicEuropa. It's just not gonna be AS numerous, but there's still a noticable amount of abandoned outposts.
Racc  [作者] 6 月 20 日 下午 12:16 
the mods are not related to eachother in any capacity - aka: no, they won't conflict
Aragog 6 月 20 日 上午 10:57 
Racc  [作者] 6 月 2 日 上午 5:51 
Yes. Although missions give a temporary immunity to being changed to another outpost variant after an abandoned outpost mission. But the overall answer is still yes.
Racc  [作者] 2 月 19 日 下午 1:19 
I doubt that it does. Can't deny, won't confirm.
thunkinator 2 月 19 日 上午 9:18 
Does this have compatibility with DynamicEuropa?
Eldirtch 1 月 21 日 上午 6:44 
Hey, that works for me! I've got a bunch of friends that like outpost combat, but they're few and far in between by default. It looks like this mod is just what we need, and as long as it doesn't break the campaign in progress that's plenty enough for me. Still thank you for explaining (again) how it will handle mid-campaign saves.
Racc  [作者] 1 月 21 日 上午 6:37 
In short - yes. But some things -no
Like the description says but I'll just repeat myself:
It will change empty spaces to Abandoned Outposts and those can cause more Abandoned Outposts to spawn nearby, but it won't cause half of the map to turn into Abandoned Outposts as soon as it's enabled. It can happen but it's like rolling a dice every time you start a mission to see if the affectable ones change.
Eldirtch 1 月 20 日 下午 7:00 
Nice, works mid campaign?