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报告翻译问题






Until that point, the mod was actually working great. It caused more fun fights in sectors you usually wouldn't fit in much.
I'll keep an eye out for the other mod for sure. Thanks for the mod anyhow. Until the bug occured late game it was fun to play with it :)
RETRO man is making a better mod that improves what my mod does, be sure to keep an eye on it for when its published.
If I remember right, the default I set was 10%, meaning the odds of 1 squad arriving and triggering is 10%, of 2 squads doing it in a row is 1%, of it triggering 3 times in a row is 0.1%. When I was testing it, the cascade of squad spam used to happen near the 50% chance, with 20% being quite too much too.
Are you setting a % chance for SquadFinishedTravelling?
I have a question re: implementation of "Legion Comes" into my upcoming mod, specifically how it reacts to changes of the constant Satellite.EnemySquadWaitTime ("The travel time of associated squads, enemy squads would consider waiting for when attacking a sector.")
I had "Legion" go into overdrive on extended wait times (24h instead of vanilla 8h) bc enemy squads were "arriving" w/o being battled and therefore new squads would trigger and so on...
I ended up with a fight agsint 186 enemies (16squads).
Do you know a way to make your game rule on SquadFinishedTravelling only trigger for player squads?
Problem: in the game on the commando difficulty and with the project AI mod (first difficulty) the automatic battle is very profitable and all the units that move from the outposts turn into an easy way to earn things and experience for mercenaries. 12 mercenaries easily dealt with 24 opponents without losses, manual combat is not needed in this case - it's depressing, the enemy units do not act as a threat and a strong enemy.
Is it possible to somehow reduce the efficiency coefficient of the auto-battle? Or other methods?
I play with mine set at 10%, but Im only at the early game of my first save with gc militia. You can try 10% and then adjust up or down, it can be changed midgame.
Thank you for the report. Im going to test it now and see, but about diamond cases, I am playing with my mod and others that have options like gc militia, diceman full, ratos overhaul and economy, and I am getting diamond cases to drop normally
Hey, just got a bug report for Zulib Weapons Core, though i don't think it's the basis for the bug reported, not certain though.
It seems that when your mod is activated and one starts the game then goes straight into the mod manager and enables another mod with some mod options that you'll get a nil value with CurrentModOptions['optionschancelcfy']. So either a pcall or a check in the your number-from-string function might be a good idea.
Just to check the bug report with you, do you think that might somehow lead to diamond briefcases no longer being dropped from squads?
Since it's still possible to escape underground, I'd still keep B20 as valid for attacks, just make C20 a safe spot.
The swarming of B20 is actually unintentional hahaha, since the invasion gets triggered when you reach the C16 area, I calculated there is enough time for the player to choose to dodge the increased attacks or face them, I didn't take into account that the passage through C20 B20 triggers the invasion right when you are at the outpost and cant react fast enough. I might remove B20 and C20 since its a more or less secret passage after all.
In this mod some outposts do spawn adonis mercenaries instead of army squads, (F7, G10, F19, to not repeat squads too much since there arent many army squad types).
About the regular outpost attacks slowdown after the betrayal, It seems to be a vanilla thing in my experience, but the attacks from this mod should remain the same except in the D15 surroundings where theres no overlap anymore, so no double check.
And finally, I figured the reason why my squad under Eagles Nest got almost swarmed: although each outpost has a fixed area where it will send attacking squads into, there's no check made for whether the triggering event is within that area of influence. So I could be jumping between two city sectors, and an outpost on the other side of the map would still send attackers to a squad sitting near it. This is most noticeable during the army event, since lots of enemy squads move simultaneously, creating a sort of chain reaction (and I'm assuming that enemy squads spawned by the mod also cause the check when they finish moving).
I did some additional testing at 50% chance of triggering, here are my findings.
Indeed, all outposts except for H4 and K16 (the story ones, Ernie and Faucheaux) were able to trigger.
H4 and K16 seem to never send assault squads triggered by the mod (fwiw K16 never sends any assault squads at all, H4 does though - it's the only source of respawnable Adonis troops). I tried parking my squads in different sectors nearby just to rule out "invalid" sectors for the attack to trigger, but that had no effect (the mod description does that Ernie is a safe zone, so I thought maybe that restriction wasn't lifted when it was taken over, but I wasn't able to trigger an attack from H4 even when moving my squad along the coast near Fleatown).
About randomizing squads, maybe it is possible by coding it directly not sure, but in the editor the effect "send squad etc" only lets you choose one specific squad type. There is also an "else" condition to that effect, but I assumed it would only apply if the send squad effect failed to happen, which on its own it should not, but I will investigate that, maybe it doesn't mean that and it can be used to send an alternative squad type.
A timer would require new conditions for all sectors, basically remaking the mod. The thing is, this mod is kind of a makeshift thing, since it could be made with functions and all that lua magic that other modders use, but I have never programmed, so instead of that it is made 100% with just the ingame editor and its limitations
Awesome mod that really spices up the game and creates some very fun non-scripted combat scenarios on the fly, sometimes when you least expect them. Auto-include in my playthroughs.
Would be cool if it was possible to have a chance of spawning additional squads on timer, as well, and maybe randomize the contents of a spawned squad a bit if that's at all possible? E.g. have some elites join attack squads later in game.
Also I don't think I noticed any of the outposts sending additional squads after the world flip, maybe this isn't fully implemented yet, although I did retake all of them rather quickly.