边缘世界 RimWorld

边缘世界 RimWorld

AI Can Use Psycasts
64 条留言
selageth 10 月 23 日 上午 4:29 
Any reason why this is incompatible with VPE? It's not that obvious to me at least.
Metalocif  [作者] 8 月 23 日 上午 11:43 
Yes, that is what it means.
Paolini 8 月 23 日 上午 11:34 
''Level growth duration 30days'' means every 30 days enemy casters will be 1 lvl higher ?

So end of first year they'll be lv 3 ? Did i understand this correctly ?

Awesome mod btw literally must to have thx for creating this !
BigGovernment 8 月 20 日 上午 11:43 
No worries!
Metalocif  [作者] 8 月 20 日 上午 11:41 
It's not. I had an accident earlier and merged it with a VPE-dependent mod. Thanks for letting me know.
BigGovernment 8 月 20 日 上午 11:40 
Incompatible with VPE...but its a dependency?
Captain Einsicht 8 月 20 日 上午 3:47 
its amazing this mod :)
the pies belong to me 8 月 19 日 上午 11:25 
I CAST TESTICULAR TORSION!!!!!!!
the pies belong to me 8 月 19 日 上午 11:25 
TESTICULAR TORSION!?!??!?!?!?!?
Metalocif  [作者] 8 月 19 日 上午 12:58 
Please read the description.
GreekAthanatos 8 月 19 日 上午 12:33 
Quick question if you don't mind me asking! Would it break with using Vanilla Psycasts Enhanced or is it just that they do similar things? Namely asking because I'd like some more control over what psycasts are being spawned bu the AI but I do like a few of new psycasts (like puppeteer) that are introduced in Psycasts Expanded (also, psycasts expanded doesn't let me add Puppeteer to enemy pawns >.<).
Antiquary 8 月 15 日 下午 7:50 
I missed this so much. Thank you!
Captain Einsicht 7 月 29 日 下午 11:27 
hope for an update :)
mkvltra 7 月 23 日 下午 4:42 
Update please vro
girk 7 月 14 日 上午 9:41 
hope for an update soon :bummer:
pelusa gaming 2013 7 月 13 日 下午 9:56 
1.6 ?
тетеря, блин 7 月 11 日 上午 8:54 
1.6 🙏
Marty in the multyvers 7 月 9 日 下午 11:57 
1.6?
Anon 6 月 11 日 下午 2:08 
Does anyone have experience using this compared to VE Psycasts? Dont want to use that because it ruins the vanilla gameplay around getting psycasts and simplifies it making it less interesting. But are the enemies using psycasts better with this mod or the other?
Brumes Wolf 5 月 29 日 下午 1:00 
A raid that is "preparing for a while" has one of more of their casters repeatedly cast mass chaosskip, and they also seem to be randomly casting skip. Its not a real problem but it sure does look dumb:).
They also keep trying to use wallraise which gives the message "Wallraise needs to be used on empty area"
lol 5 月 27 日 上午 7:51 
Bugreport: enemies used 'elemental shield' from More Psycast Powers on my colonist instead of their own
blue.ronin 5 月 20 日 下午 2:00 
I am using CAI-5000 with this mod and psycasters are casting so there has to be some other conflicting mod. Only issue is what they casting on who. :D
PS.: There is misspell loyal vs local. ;)
Metalocif  [作者] 5 月 17 日 上午 3:40 
I'm guessing not, then? Which is strange: I'm patching things in very gently, so as long as things like Impids and Sanguophages use their abilities with CAI-5000, psycasters should too.
AKEKHQ 5 月 17 日 上午 12:03 
Does this mod work with CAI-5000? ive been playing with it and despite seeing psycasters appear they never cast abilities.
Metalocif  [作者] 5 月 11 日 下午 1:22 
Updated with an option to make psycasters unwaveringly local.
Also added tooltips for a couple options where clarity is warranted, and, more importantly, on the options to enable individual psycasts. That way, if you're not sure what a given psycast does and you don't know whether to enable it or not, you can check in that very menu. Convenient!
Metalocif  [作者] 5 月 11 日 上午 11:10 
Sure, good idea. i will only have it apply to psycasters generated by this mod, though, as you can encounter psycasters naturally through the Empire.

This would also give another reason to use my Thaumaphagy ritual mod!
Lambda65 5 月 11 日 上午 11:05 
I wanted this so much... Can you add option to make enemy psycaster "unwaveringly loyal".
In my opinion it is very OP to have an opportunity to recruit psycaster pawns.
Metalocif  [作者] 5 月 10 日 下午 3:04 
Friendly fire fix is hard, but I remain undaunted by transpiler hell.
Getting enemy psycasters to chill between psycasts is interesting. I'll look into it.
Thanks for the testing. I probably need to patch Elemental Shield and Steelskin explicitly, but it's just XML.
blue.ronin 5 月 10 日 上午 7:04 
The bubbles looks great, nice quick work. :steamhappy:

Now I can see, that they are quite a spammers and often use all they heat right at the beginning of the combat and so there is not much way to counter them before it is too late. Maybe it could be fixed by forcing several seconds delay after successful cast and also let bubbles linger for one more second. Is it possible?

I don know if you look at the friendly fire cast yet. From my testing following psycast are sometimes used wrongly:
Cooler Psycasts - Emesis on themselves (nice new icon btw :)
[FSF] More Psycast Powers - Elemental Shield on enemy
[FSF] More Psycast Powers - Steelskin on enemy
Most of the others seems to work quite well.
Metalocif  [作者] 5 月 9 日 下午 4:10 
Probably fixed that issue with raid generation. Let me know if it keeps happening.
Metalocif  [作者] 5 月 9 日 下午 2:04 
Thought bubbles are go. Enemies using psycasts will briefly display the psycast's icon.
Metalocif  [作者] 5 月 9 日 下午 1:10 
Thanks, I'll try to figure out what is wrong with my transpiling, then.
Cool idea. Should be doable; I agree fights can be rather hard to parse.
blue.ronin 5 月 9 日 下午 12:59 
Great mod idea, was sorely missed! Essential for tribes to make them a threat. :steamhappy:

From my testing pawns still casting Emesis form Cooler Psycasts on themselves when there is a fight but no enemy nearby. For sure when they have only that one ability.

Also could be possible to show icon of the psycast in bubble when they are casting similarly as it is in VPE? It would bring much more clarity what is happening.
Metalocif  [作者] 5 月 9 日 上午 7:56 
Pushed an update. Enemies with Berserk (and all abilities that are harmful yet can self-target) should no longer use Berserk on themselves. Due to flawed vanilla logic, this was incredibly difficult to fix, and it took the help of Smash Phil, best known for the Vehicle Framework.
Should also fix the harmless red error on startup with patches failing without Ideo/Anomaly.
Also tried to fix issues with factions, so let me know if that sort of thing happens again.
Knight.Chaos 5 月 9 日 上午 5:15 
@XxN1GHTMAR1SHDEM0NxX

It's the NPC not AI art, remove your comment.
[Incel] HavenOnline 5 月 8 日 上午 11:42 
AI In Rimworld? Hell Nah... Support Human Artists Twinzy 💔🪨✊
Monkey Magic 5 月 8 日 上午 11:30 
Same issue occurred with a Tribal raid IIRC too.

But yeah, the tool is there, so I use it. I do the same for my own mods. Still miss the occasional issue though. XD
Metalocif  [作者] 5 月 8 日 上午 11:17 
Smart. I'm asking because I don't think Ancients can raid you in vanilla.
Monkey Magic 5 月 8 日 上午 10:24 
Nah, all vanilla apart from Harmony and your mod. I always test mods by themselves first. Saves on having to look for conflicts with other mods that aren't there XD
Metalocif  [作者] 5 月 8 日 上午 10:19 
Odd, I was expecting something without a defined tech level. I tried adding a null check to that. Were they modded factions?
Monkey Magic 5 月 8 日 上午 10:16 
The error occurred with an Imperial , and an Ancient raid. Both were pretty high value raids. There was no error with a Pirate raid, but they didn't have any psycasters I suppose.
Metalocif  [作者] 5 月 8 日 上午 9:22 
Would you happen to remember what kind of raid caused that issue? The faction, or at least its tech level.
Metalocif  [作者] 5 月 8 日 上午 9:19 
Listed, thanks.

First pastebin:
First error is because of Ideology groups. Second error is because of Anomaly groups. Oopsie. I'll add a DLC check.
Second pastebin:
No idea. I'll investigate.

I am currently knees-deep in transpilers to fix an issue caused by vanilla code that makes enemies cast Berserk and similar abilities on themselves, so that's a welcome distraction.
Monkey Magic 5 月 8 日 上午 9:02 
I assume this requires the Royalty DLC? Not listed in the description yet :P

EDIT - Looks like the mod correctly states Royalty DLC and Harmony are required in-game, so it's just here that needs the fix. Speaking of fixes, your mod throws up the following errors:

https://pastebin.com/1TEqEDrx

Looks like some of your patches are failing there :/

There's another error when test out raids in dev mode:

https://pastebin.com/MfFrrrJg

Enabled mods: Core, Royalty, Harmony , and AI Can Use Psycasts
Metalocif  [作者] 5 月 7 日 下午 4:49 
That's... normal?
You may be used to playing with Choice of Psycasts and turned it off.
Joey da Moey 5 月 7 日 下午 4:30 
When my colonists obtain their powers i am unable to pick for them. it just chooses it automatically
Lactating King 5 月 7 日 下午 3:28 
anyone test this with cai5000
Metalocif  [作者] 5 月 6 日 下午 3:11 
Let me know if you can replicate the error.
Metalocif  [作者] 5 月 6 日 下午 3:09 
VE Psycasts already has enemies use psycasts.
Farbott 5 月 6 日 下午 2:51 
made my tribals not spawn lmao, trying to see if i can sort it out myself