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报告翻译问题






When compressing the raid, the only thing that was left to send me were Wargs, and apparently that's impossible, so Winston Waves breaks completely. There needs to be at least 1 human in the wave for it to be sent.
I fixed it by resetting to wave X (100 in my case, was at ~626) and it worked again, but before doing that I broke the game by forcing the wave in, and the timer started counting like -1, -2, -3, etc. and it bricked the entire UI before disappearing forever, had to load and do the first fix.
The way to make sure it doesn't happen is to exclude factions that have animals in the WW mod options, which in my case, were the Rough Outlanders (they bring boars) and the Neanderthal Tribe (they bring wargs), no other faction brings animals in raids.
and i mean those that rjw use, like bionic and archotech... parts lol, also happens with weird bionics from genetics expanded like the egg layer
i mean they don't offer any tactical advantage but inflate the raider pawn's value
As for Combat Readiness Check, if it alters the way of calculation of threat points, it may be incompatible with alot of mods using vanilla threat calculation API functions, not just this one. I personally never used Combat Readiness Check, I prefer safer mods like Unlimited Threat Scale + storyteller percentage (which can also be uncapped by some mods if necessary) to adjust threat points. At most, you can use some mods to adjust the base threat value of some enemies, it's also safer than altering the way of threat point calculation.
As for my other question, this is the link to Combat Readiness Check, https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2314304057&searchtext=COMBAT+READINESS , it's a mod that changes the calculation for threat points, which I think might be incompatible with this mod, just wanted to seek clarification if this would be the case or not.
@Six Feet Under I never touched or added any compatibility code with VPE, and I personally never encountered problem after playing both mods for so long.
Does this work with Combat Readiness Check?
Error in static constructor of CompressedRaid.HarmonyPatches: System.TypeInitializationException: The type initializer for 'CompressedRaid.HarmonyPatches' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
[Ref F2856231]
CompressedRaid.DrugHediffDataStore+AllowDrugHediffsHolder..ctor(Single weight, ThingDef drug, HediffDef[] hediffDefs)
at CompressedRaid.DrugHediffDataStore.DataRestore () [0x002a5] in <9e543ef01990453a8833694222da7d11>:0
It applies X ticks after map generation.
I've had raids where female primarchs spawned (Primarch impossible to spawn, let alone having female primarchs according to mod/genes) and one where I had like 3 living saints (very very rare gene to have according to mod settings)
Could this mod be the one toying with genes that pawns get at raids?
It happens when you load a saved game with enemies already in the map.
It is a nice feature but this bug makes the feature kind of broken.
Plz check if it has any problem