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报告翻译问题
This could also be due to an unsafe temperature behavior; I'm on an ice cap so its not unreasonable that they'd automatically try to leave the map due to temperature issues. I'll keep testing it out as I play.
- Raids should no longer flee early
- Invisible raiders should no longer have visible squadmates
- Raider behavior should once again follow the incident's strategy
- Added a message that mentions just how many raiders were compressed
Some ideas I had to help combat this while preserving performance:
1) Possibly transfering the job from the deceased squadlead to the new one, negating the need to entirely recalculate the job’s requirements? Otherwise dying enemes would trigger new job requests which could get messy.
2) Raider fleeing potentially based on overall unit size? Previously defeating enough entire squads would cause them to break but maybe possible to base it on the total number of attacking enemies including fakes.
3) Haven’t tried it yet, but if an enemy gets downed by a hediff or pain thats not lethal, you think it could be a possible config option to drop that pawn from the group as an injured pawn instead of a dead one?
If there's a stack of 10 pawns, you kill 1, the remaining stack of 9 pawns often stop attacking. The stack may wander aimlessly or slowly walk away off the map. This is even true for factions that do not retreat normally, such as horax cultists. It also seems to trigger the raid retreat threshold quickly, counting only the initial pawns in the stack as downed so it thinks the raid has failed and the survivors should retreat even though most pawns are still alive in stacks.
Is there a way to tell stacked pawns to be more aggressive even after they lose the first pawn in the stack? Maybe no retreat until they're down to the last pawn?
[Pawnname] set to dead while already dead.
Error while killing [Pawnname] during phase 5: System.ArgumentOutOfrangeException: Index was out of range. Must be non-negative and less than the size of the collection.
I think if you kill a pawn too hard, sometimes their mirrorimage hediff gets to squadsize 0 and it can't select a new pawn to take their place.
- Instead of healing the main pawn and removing a fake, instead lets the main pawn die/be downed and spawns in one of the fakes as the new squad leader
-- Long story short: This should fix pawns losing their weapons as well as letting an entire squad use all their consumable weapons/items
- Found the origin of the crash
- Made all patches significantly less invasive. May (hopefully) lead to even better compatibility with modded content than before, though I have not tested truly exotic enemies, like the Cinders content etc.
For the visual bugs, I think it happens when the squad leader has damage that carries over from the next squad member. I found a scyther that had its head blown off but were still active, so all of the other squad members were trying to use a horizontal sprite.
The only common factor I can say has been happening is the targets are squadded mechanoids, and explosives (with CE) seem to be the only consistent contributing factor. Sometimes explosives are fine, sometimes they cause a CTD. I'm still playing with it so i'll let you know.
Thanks for the testing! I thought I had squashed the bug of dropped weapons causing unarmed ghosts, but it appears not quite.. Do you have a log for the crash? I have not seen crashes, nor the visual issues you were reporting that at all during my own testing.
I played for a handful of big raids before I got another crash to desktop: this time with mechanoids on the main base. I haven't been using explosives since I suspected that was the crash cause in the first place, so this appeared to happen without correlating to an explosion going off.
I've noticed in the mosh pit sometimes the rendered ghosts or the "real" pawn have some incorrect display. One time I noticed a squad of scyther ghost was horizontal while its squad leader was upright, and another time I saw a squad leader tribal with no head running around. Purely visual issue.
In regards to weapons - This could be a CE or a vanilla thing, but I think if pawns get their arms or hands blown off or have manipulation reduced to 0, they may drop their equipped weapon while still being alive. I think this is causing your subsequent ghosts to appear unarmed. This is particularly apparent with durable but amputatable enemies like Lancers.
Thanks, that log looks helpful. Could you describe what raid it was?
Its an outright crash no loading just game closes so idk how much this will help but here
https://pastebin.com/A59gEUFa
I definitely agree that showing true enemy count would be great, will look into how to do that best.
Good to know.
As a QOL suggestion if you can do it, it would be nice to be able to tell the true enemy count somehow. Normally I use allow tool to select all the enemies of a type to figure what i'm up against, but this obviously doesn't work when they're merged with a hediff.
Err, no. That sounds like an oversight I need to address.
I'll just have to test it on my own, then.
Thanks for your time in answering and making a very promising mod.
I wouldn't expect any conflicts, but since I don't know those mods, I can't guarantee it either
How does this mod interact with Smarter Raider AI, or indeed any such improved combat AI mods?
- A manhunter losing a squadmate by being killed no longer heals its own Scaria in the process (leading to revenge message spam)
- Properly add scaria to squadmates so their graphics get the nice scaria overlay
- Improve pawn rendering for large pawns. Anything larger than a bear had its graphic cut off
- Fixed an bug that led to more squadmates disappearing per death than intended
Oh that is a funny bug. I'll look into it!
Fixed!
Thank you, I'll take a look!
Found a bug, I could reproduce it in dev quick test.:
1 - Set always replace 20% of raiders with fakes.
2 - Generate a maximum point 'distress call' quest
When trying to land with a gravship in a anomaly's 'distress call' quest map, the rendering breaks and a lot of errors appear.
https://gist.github.com/HugsLibRecordKeeper/92b894b3813df4140e7f28a996ae794f
When entering with a caravan in an anomaly's 'distress call', the game throws some errors, the location despawns and the caravan stays on the world map.
https://gist.github.com/HugsLibRecordKeeper/72925805831f6061d29da352bdeb2084