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happens for some summoned units first time you order them a command
it does not break anything, so just ignore it
stack traceback:
[string "script\_lib\lib_battle_manager.lua"]:186: in function 'script_error'
[string "script\_lib\lib_battle_script_unit.lua"]:166: in function <[string "script\_lib\lib_battle_script_unit.lua"]:151>
(tail call): ?
[string "script\battle\mod\jg77_babysitter.lua"]:424: in function 'func'
[string "script\battle\mod\_jg77_babysitter_common.lua"]:49: in function 'loop'
[string "script\battle\mod\jg77_babysitter.lua"]:422: in function 'func'
[string "script\battle\mod\_jg77_babysitter_common.lua"]:49: in function 'loop'
[string "script\battle\mod\jg77_babysitter.lua"]:414: in function <[string "script\battle\mod\jg77_babysitter.lua"]:373>
[C]: in function 'pcall'
[string "script\battle\mod\_jg77_babysitter_common.lua"]:59: in function 'callback'
[string "script\_lib\lib_timer_manager.lua"]:348: in function 'callback'
[string "script\_lib\lib_timer_manager.lua"]:279: in function <[string "script\_lib\lib_timer_manager.lua"]:268>
From the script_log file:
script_unit:new() called but no existing scriptunit could be found for unit [battle.unit (000000009CDFCED0)] with supplied reference [nil] with army index [1] and alliance index [1], and we're not in construction. Creating one, but this should be investigated
@HotPizza87 If you enable chase down shattered/routing targets it will do that. If you dont want units to chase forever because ur units are slower, check the boxes below. If you want to fine tune this setting you would have to make my adjustments in the comments below, until Deo finds the time to make an extra MCT menu
@Deo Tested Skarbrand vs Skaven army in Skirmish and he walks trough everything. Seems to work.
What exactly is 1000 weight? Skarbrand type? Or also like Ogres? High mass should walk through everything smaller and only be intercepted by types of the same or higher mass or like excel formula: If mass is higher then force target attack, else if same or lower, get intercepted. If that is somehow possible.
@HotPizza87 Hi, there is an option in MCT where you can choose to chase down shattered/routing units. Is that what you need?
A little complain from a friend ;
When you have ranged unit, specially flying or mounted ones and you're ennemy units (so you're not in the hold the line stance) these ranged units will unfortunately go to melee when the ammunition are empty, that is a big problem you imagin they dying quickly
Is there are a way to fix that?
second improvement is - if your unit has high mass (specifically >1000) it will try to ram through enemies to it's target even if blocked
@DeaDBreaD check it out please
It took a while till it happened again. The only error i can figure out is this line:
Kriegsherr ID=1023: - Incorret target - STORED id=1001 name=Grauer Prophet (Ruin), ACTUAL: ID=1013 Name=Klanratten
I ordered my Warlord to attack the Grey Seer, but then he changed to attack some clan rats nearby instead. Normal units seem to do this too, they have the same error in the log.
It seems to happen more often if there are other units nearby the target unit, or on the way to the target, im not sure.
Also, i dont know if it is this mod, but i noticed that sometimes when i command my Lord to attack another lord, he almost instantly dismiss that order and switches to another nearby unit and attack that instead. I use AI General 3 and its basically the same behaviour if the mod controlls the unit, they also ignore and dismiss manual input a second later, but im 100% sure this wasnt the case. I have setup AI General to only take control of units that i summon or come back from routing.
You could also try to change line 211 where we give massive -200 weight change if routing enemy even a bit faster than our unit, try to up it to -500 for example
Perhaps i"ll extract those values into mod config so everyone could fine tune them for specific needs
For example, i have noticed that if the enemy has like 40 speed and your unit has like 36, they still keep chasing forever. They only switch if there is a big gap in distance between them, which will never happen at almost the same, but still slower, speed.
Would it be possible to say, that at already -1 speed difference (40 vs. 39, 63 vs 62, etc.) or even the exact same speed (50 vs 50 etc.) they instantly stop chasing and switch target, without having that big gap in distance first to happen?
Units keep ignoring orders until i tell them like 20 times to go somewhere or attack something else and often they still go back to attacking something nearby, no matter how often i tell them to get off that unit/lord/hero.
You can really feel the difference when having used this mod for a couple hundred hours.
Im not using Guard Mode or Skirmish Mode by default.
Generally i only use Guard Mode when i want units to sit outside a siege or keep a certain position, not with units im commanding around the battlefield.
Units also seem to get models stuck into enemies way more often now instead of simply running away.