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Comunicar un error de traducción
I found a logical bug in your Quest_Assault:
public override void ChooseParts() {
base.ChooseParts();
alliedFaction = Find.FactionManager.RandomAlliedFaction(minTechLevel: TechLevel.Industrial);
target = Find.WorldObjects.Settlements
.OfType<City>()
.Where(s => s.Faction.HostileTo(Faction.OfPlayer) && !s.HasMap && !(s is Citadel) && s.FindQuests().Count == 0)
.RandomByDistance(HomeMap?.Parent, 80);
}
This way your attack target may just be hostile to the player, but not the alliedFaction. You need to add a condition to pick the target faction that is also hostile to alliedFaction. Otherwise your ally and enemy may not fight each other once you enter the city
.Where(s => s.Faction.HostileTo(Faction.OfPlayer) && s.Faction.HostileTo(alliedFaction ) && !s.HasMap && !(s is Citadel) && s.FindQuests().Count == 0)
if I may make a suggestion, you might want to look at the abandoned This Rim of Mine mod for ideas for city generation.
https://gist.github.com/HugsLibRecordKeeper/111f91958a6532e8c0cb51cf28f17be2
Thank you for your post :o)
I better stay far away from this mod then. ( no sarcasm or irony used )
It's like it auto-converts the city to abandoned. There's maybe a couple hostile NPCs, but nothing else. Then a raid spawns 2 minutes later. On the map, it still shows as being a friendly city with the "show what will buy" button and the faction icon.
Hearing you test it vanilla and seeing the same behavior leads me to believe this isn't a mod conflict, and the mod is just not functioning as intended.
I love these "addition" mods like Real Ruins too, but with the way they break balance or bugs, I suppose I keep them out of my future saves..