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Rapporter et oversættelsesproblem
As for the mortar issue, Ive run into this in the past but im not sure if this is the case, what storyteller are you using?
I may be wrong but I think Sieges go medieval only when using Maynard
In 1.3\Patches\Self\FactionDefs\Factions_Misc.xml
Change
<li Class="PatchOperationAdd"><xpath>/Defs/FactionDef[@Name="VFEM_MedievalFactionBase"]/modExtensions/li[@Class="VFECore.FactionDefExtension"]</xpath>
<value>
<siegeParameterSet>VFEM_Medieval</siegeParameterSet>
</value>
</li>
to
<li Class="PatchOperationAdd"> <xpath>/Defs/FactionDef[@Name="VFEM_MedievalFactionBase"]/modExtensions</xpath>
<value>
<li Class="VFECore.FactionDefExtension">
<siegeParameterSet>VFEM_Medieval</siegeParameterSet>
</li>
</value>
</li>
I have already suggested it in the comment, you may modify the file yourself before Oskar come up with a new fix.
EDIT: Issue with the second siege I used Dev Mode to spawn ran into an issue of dropping down an every increasing number of chunks (the ammo for the catapult) as the pawns who came could not move them away from the catapult blueprint to build it, which I assume is the trigger for the chunks to stop pawning.