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Rapporter et oversættelsesproblem
NPC AI faction has been overhauled to improve randomness and AI behavior
We also fixed AI shooting across the map. No more having to worry about glitched enemies sniping your units unfairly.
We also fixed an error that prevented the Mocny from walking after firing.
If anyone finds any other bugs, feel free to report them here or on discord.
A fully AI version of this scenario is in the works and may be released in the coming months.
(And another new scenario shall be released a few months from now)
we tried checking the logs but we couldn't understand a thing. we tried uninstalling the world, mods, and even deleted config files. nothing is working and its really annoying. have you had anyone else with this issue and how to fix
Copy paste is necessary for this scenario as it has so much content that cannot be pre-loaded otherwise your game will crash before loading no matter what you do. I have tried.
Decor pack 3 has the inset LCD, which saves a lot of space, especially in areas where normal LCDs don't fit at all.
Sparks of the Future has the button panels, which are the only small enough buttons that have a readable lcd to tell you what your buying.
Kinda wish I could make this work without the dlc, but the bases would be so much bigger and the buttons would be everywhere and nearly unreadable. It would just make playing the scenario significantly more annoying.
DLC is kinda necessary for ease of access and making sure that its playable. Sorry :(
Any other DLC should be entirely optional. You can still spawn things without the dlc, but the dlc blocks will just disappear.
I have the four required DLCs
Warfare Reactors that have enough mounting points
Inset Light Blocks for displaying research and having enough points to buy
Truss Blocks where the buttons are mounted
Console blocks for spawning the units
Button blocks for activating timers etc.
These DLCs are used to make sure the bases are functional and at a reasonable scale. Swapping out blocks would make the bases larger, harder to navigate, and disfunctional.
The console blocks are essential as they are the only way to spawn units. Normal projectors cannot spawn subgrids.
I will be sure to fix any issues that pop up.
I wish I could make them know how to walk backwards, but the current version of the RTS mod can't give detailed instructions yet.
As for the Usonian battleship, make sure the arm you use for spawning defenses is not in the way of the spawn area. You can move it over to the right to make sure your airships have enough room for spawning.
I am working on a fix, but it is very difficult as those units rely entirely on rotor displacement to move.
As for the other units getting stuck - I will need more clarification.
If they are just standing in place - you can fix that by giving them new instructions, which will trigger their event controller to start walking.
If they are walking, but not moving, then that is an issue I am working on fixing in the next patch as keen changed the friction values of voxel for some reason.
You mentioned you were playing as Usonia - to my knowledge, the Stark, Knox, and Salem are working as intended, although the Salem does move slowly. The Attucks barely works as rotor displacement causes it to spin when no instructions are given. It has enough gyro/friction to fight the clang and work normally when commands are issued.
(Lore tends to be really obscure and most units are either concept art, fan art, or other images that could fill in when nothing was really available). :P
You can look at existing units to try and figure out how they work and integrate your own if you wish.
Spawning them doesnt actually need the dlc.
You can just have a friend copy-paste the bases for you.
If you try to copy-paste the bases without the dlc mentioned, it will fall apart and the button panels won't do anything.
Scripts are needed for walk cycles and for economy systems, so a scriptless version would be near-impossible to create.
Some of the mods used are also exclusive to steam. This includes weaponcore and instant projection, which are vital for allowing things to work.
Another unfortunate development is that the recent update put a hard limit on the max size of multiplayer modded worlds for console - so the combined amount of mods makes it unplayable on consoles, even if it could be ported over
If anything breaks, I will do what I can to fix it and get it up and running asap.
I will also be working on an update to the scenario fixing a few issues I found while playing.
Bug fixing stuff :P
is
pretty
AMAZING
As far as I know, RTS mod only works with ships and does not interface with npc mods - also NPCs will likely target players instead of the bases/mechs, which isn't ideal for the scenario
Additionally, NPCs arent as customizable as tiny infantry sized mechs - switching out the guns for different types of infantry is easier for the little mechs than it is for the npcs
Also, coloration - creating models for every infantry for every faction will take a lot longer than just repainting an existing unit and repurposing it for other factions.
I was under a time crunch while developing this scenario, so I found it more convenient to save time using what works than experimenting too far and poking other mod authors to add/fix things specifically for the scenario.
Why did you go for mechs as infantry rather than NPCs like the ones from the aforementioned necrons
(I'm not complaining just trying to gather information)