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报告翻译问题






I belived that was possible to assign a condition OR to a single state
I checked the save and the deluged king had is state set to ( 2 Imprisoned)
And after the import the wrath of the deluged event reactivate and the flooded oasis still a no faction bar .
For example:
If a Leader A is dead (0), while Leader B is alive (1), Town becomes Leader B's
If Leader B then is imprisoned (2), then Town becomes malnourished.
If later Leader B is killed, then Town becomes ruins
And so on
Alright, the game recognize 3 states: Alive (1), Dead (0) or Imprisoned (2). Those are mutually exclusive. So if a characters is Imprisoned (2), even for 1 second, it's no longer considered alive (1) or dead (0). So a modder can play with that for different triggers.
Now, 'Flooded Oasis (override) Destroyed' checks for 'deluged king ALIVE = False'. So, if the Deluged King is in a state different than alive (1), that means if he's dead (0) or imprisoned (2), the Town Override happens.
Should make the world state happened and the incompatibility is minimum.
The most probably thing you can do with him is to collect the bounty, so he will have the is imprisoned state, once the world state happened, it can even be recruited, and probably his state will remain "imprisoned".
I'm purposely avoiding adding my own world states to avoid future inconpatibilities
According to the fcs yes, but if you sell the bandit leader for the bounty and recruiting him probably won't affect the world state. For example the deluged king.
- Defeated (alive)
- Sold to holy nation
- recruited.
Flooded Oasis became a no faction bar, even if I import.
From my tests: the deluged king remain in the state alive or imprisoned for the game if sold and recruited and never reach the "is dead state" (condition 0) so the world state for the flooded oasis doesn't change completely to destroyed.
The hideout becoming a no faction bar is kinda of a default world state in any case?
But that's why i pointed it out,
Basically all the swamp bandits factions hideouts according to fcs become bars is kinda of repetitive..
+ Flooded Oasis (The Deluged): It becomes destroyed if the Deluged King is dead.
+ Swamp Hideout (Red Sabres): It's only affected by Kaizo's World States.
- It becomes Swamp Ninja's, if Red Sabre is dead and Shade is alive.
- It becomes a Blackshifter's Casino, if Red Sabre and Shade are dead, while Big Darkbrow is alive.
- It becomes a Grayflayer's Bar, if Red Sabre, Shade and Big Darkbrow are dead, while Big Gray is alive.
- It becomes destroyed is all bosses are dead.
+ Green Katana Hideout (Green Katanas): It becomes a no faction bar if the leader is dead.
+ Blue Cleaver Hideout (Blue Hideout): It becomes a no faction bar if the leader is dead.
Sarin Trade 1: Added 'T_ME DC_IS_IMPRISONED = 0'
I bring Tyr to the shek for its bounty. But I can't Complete the quest and have the "reward".
I check the world state for Tyr in the save and it's imprisoned value: 2.
Not sure if the nest can be spam inside the building in the first floor or at least in the zone left between the bridge and the beginning of the lab ramp.
For the deluged base in the flooded oasis should be a ruin state instead of a no faction bar?
I'm trying to understand if it's possible to ad fishmans for the override instead a no faction squad, make more sense in the place.
About the dropped support, it means that I removed all my edits to the particular mod. Btw the only changes I did to those mods was adding kill items.
-> Bandits faction Town overrides:
After you kill a bandit leader, the layout of the bandit HQ become most of the time a bar of No faction.
It's kind cool for the Greenkatanas
Because they have a base really near to Shem and feel a lore aftermath. Note: the overrided hq can be put" is public" so npc actually will go there.
- The problem is that is becoming boring if it's also happening everytime for other bandits faction.
• Confirmed: green katana, flooded oasis(deluged), Swamp ninjas
• Red saber hq should be conquered by Grayfinders according to kaizo but according to UWE, they becomig a no faction place.
-> Diplomacy feedback:
• no faction should be probably put coexistence for most of the factions, or better friendly (20-30 relation).
• relation Tech hunters - bounty hunters: In flat lagoon they fight each other.
P.s
The dropped support to minor factions mod what's means in the changelog? It will affect the main mod?
Little feedback, since you are merging and fixing and recruiting, all the bandits leaders (deluged king, swamp ruffian king and probably others uwe) share the same dialog of the dust king recruitment with the related reference to him.
I don't remember if is the right mod, can you make the tech hunter, machinist, higlanders, mercenaries and holy nation neutral?
They are slughtering each other at worlds end, it should be a place of study and research, even holy nations close an eye on them :)
I'm waiting the wrath of the deluged for free him from the holy nations, this mechanic should also happened with Npc cities that keeps him imprisoned. After I want to try to recruit him.
There might be a conflict somewhere.
The mod's name is:
UWE - Items Integration Patch.mod
Not on your watch!
Thank you Sir
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2815452264&searchtext=animal+fodder
They tend too accumulate especially where there are a lot of bandits attacks in npc town.
Amazing job Sir :)