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回報翻譯問題






Does higher Sjill reduce interception chance?
Like the third rock in the picture above should have the most and the first the less percentage of the interception chance
This broke my killbox design :( Have to unsubscribe.
I should have seen that you yourself have created a better and cleaner mod to replace this one. Thank you!
Very appreciated mod!
All of the configuration options are much appreciated!
Take that, you crazy raids that happen in a 4-500ish mod playthrough.
That being said, at Vanilla aka Not-Modded Population levels you are very very unlikely to notice a difference from adding this or any *one* mod.
Large colonies, or incredibly large shooting raids ( ie: 100's of raiders, very few being melee ) would be good examples of the kinds of times your likely to see impact. Even then, these are often the kind of things that already 'bog down' the game some.
Mod can likely be added and removed mid save with perhaps only one-time errors that'll go away.
as of slowing it down even more with the calculations?
It looks genuinely amazing, but no idea how smooth the game is on such pretty mod
@Michiko Hehe yeah, seems like some numbers might need tweaking. On the other hand, that does sound like a pretty epic siege.
With the default settings I had a fight with a bunch of mechanoids that lasted about 3 in-game days. I had to have some of my colonists sleep/eat and take turns shooting, and our defenses held up for the most part because nobody was able to hit well enough through the thick forests just outside of my base, and it was relatively safe to send people to repair walls and embrasures as long as they had shield belts. This is also affected by the fact that I have the Factorial Range Firefights mod, which makes fighting from long range be a thing, so there's more trees that can get in the way.
Since I use that mod I should probably tone down the effect of trees as cover. Still testing what values work best for my setup really.
Not sure what to make of that tbh.
For gauging performance you can use Dubs Performance Analyzer (https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2038874626) . You should find everything this mod effects under Update -> Harmony Patches. Use that monitor while playing to gauge if it's acceptable for your setup or not.
For Yayo combat specifically, it looks like even though it's altering accuracy calculations it uses the normal cover system, which should mean it works with this mod... Probably - the source code is a bit messy to read. Of course, I find the best way* to find out if mods are compatible is to throw them at each other and see if anything breaks :P