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报告翻译问题
@Crosspike - its a limitation of the game, the script function allows the game to spawn in a certain radius around a settlement but the direction is random which means they can sometimes spawn in the inner ring.
I have also updated the thresholds for the strength of armies to spawn to tune down the difficulty, enemy forces will increase in difficulty 10 turns later.
Is there anyway you could make Massif Orcal or other such locations have similar events? Yeah even after Eltharion/whoever may take out Grom that doesn't mean the Greenskins are permanently extinguished forever and ever. They'll rebound sooner or later and Massif Orcal is filled to the absolute brim with them.
It just seems like certain areas like Massif Orcal, The Black Pit, and so on would have similar issues to the Forts that regular maruading armies would try to bust them down. Just a thought, thanks for the amazing mods.
Only thing that might be neat and more complicated would be if a HE raider stole the gate, would be if they turn it over to another strong HE faction on the island, if they exist.
Reinforcement forces will also have +1 and earlier invasions will have -1 unit to make balance a bit fairer (for ongoing saves the additional unit will only be gained when you purchase a new mercenary force type).
Would not mind if the sea encounters made it into same compilation, the encounter comp, perhaps even with mct toggle if doable.
@Ragnarok I can definitely think about it. I want to be sure no more bug reports come in and make sure all my mods are compatible with 6.0 first before I make any compilations.
@autumnchain I will try to out in a toggle, I might try to do it a slightly different way so people can have an option to turn it on and off in a way that works for empire forts too.