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在论坛“Counter-Strike 2 交易”中
0
[H] AK-47 Wintergreen +4 gold Furia and other[W] Offers
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SolEk
0
Knife, Gloves, Sticker Crafts, Play skins, Kato's
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Takemura
0
Race options?
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Atlus
4
old expeditions
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Element
在论坛“Off Topic”中
59,213
13
Say Something about the user above you 2.0
在论坛“Age of Wonders 4 综合讨论”中
6
The game has enough Holy type magic, for Archons Prophecy add water or wind tomes plz
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Coelrus
引用自 koriil
And, I would like to see more tomes and other things about water as well. Water ancient wonders. Water landmarks. Province improvements. Actually, anything Devs would like to add. I would just sit here, throwing my money into screen, waiting for season 3 announcement. Do you hear me, Devs? :)
I agree. The oceans could use some more content I think. I'd really appreciate if there was some way to expand into the deep ocean with provinces or terraforming. But I also think that the problem with creating a water specific tome is that there aren't enough gimmicks to use in combat currently. For example look at the water elemental; a physical damage fighter that applies vulnerability to frost and lightning. It requires investment in shadow and/or astral affinity to truly synergize with and feels lackluster on it's own. If there were a tome path where you could roleplay a pure water mage it would create elementals that feel weaker than others.
I think there needs to be a new status effect to give a water tome a proper strategy: Drowning, an unblockable physical damage debuff that doesn't apply to undead or constructs. Now that I think of it this could also apply to a wind mage if they were to create vacuums. So perhaps it should be called asphyxiation instead. Regardless of the name the effect could give water and wind tomes a gimmick to work with.
Another idea I have is for there to be a spell either water or wind based that clears hostile battlefield effects like fire, void, arcfire, cleansing fire, miasma or even fey mists that the enemy is using. Currently that seems like a spell niche that is currently missing even as they keep adding new battlefield effects.
5
Unable to begin playing due to Microsoft account login error.
748
Bug Reports
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ShivKnight
Im getting a red game stopping error when trying to generate worlds. I think its related to a reference error? Its only happening with synthstruct starts, but this is a listed as a mod dependancy...

Exception in Verse.PawnGenerator.GeneratePawn: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 2E8B7CF7]
at RimWorld.AgeInjuryUtility.GenerateRandomOldAgeInjuries (Verse.Pawn pawn, System.Boolean tryNotToKillPawn) [0x001af] in <cb53cd4422904947932d33f561ad8d15>:0
- PREFIX rimworld.erdelf.alien_race.main: Boolean AlienRace.HarmonyPatches:GenerateRandomOldAgeInjuriesPrefix(Pawn pawn)
at Verse.PawnGenerator.GenerateInitialHediffs (Verse.Pawn pawn, Verse.PawnGenerationRequest request) [0x00042] in <cb53cd4422904947932d33f561ad8d15>:0
- POSTFIX rimworld.erdelf.alien_race.main: Void AlienRace.HarmonyPatches:GenerateInitialHediffsPostfix(Pawn pawn)
at Verse.PawnGenerator.TryGenerateNewPawnInternal (Verse.PawnGenerationRequest& request, System.String& error, System.Boolean ignoreScenarioRequirements, System.Boolean ignoreValidator) [0x009c1] in <cb53cd4422904947932d33f561ad8d15>:0
- TRANSPILER rimworld.erdelf.alien_race.main: IEnumerable`1 AlienRace.HarmonyPatches:TryGenerateNewPawnInternalTranspiler(IEnumerable`1 instructions)
- PREFIX rimworld.erdelf.alien_race.main: Void AlienRace.HarmonyPatches:TryGenerateNewPawnInternalPrefix(PawnGenerationRequest& request)
at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest& request) [0x000a5] in <cb53cd4422904947932d33f561ad8d15>:0
- POSTFIX OskarPotocki.VEF: Void VEF.Abilities.VanillaExpandedFramework_PawnGenerator_GenerateNewPawnInternal_Patch:Postfix(Pawn __result)
- POSTFIX OskarPotocki.VanillaPsycastsExpanded: Void VanillaPsycastsExpanded.PawnGen_Patch:Postfix(Pawn __result, PawnGenerationRequest request)
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest request) [0x001ae] in <cb53cd4422904947932d33f561ad8d15>:0
- PREFIX ♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥: Void ♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥.♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥:♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥(PawnGenerationRequest& request)
- PREFIX ExosuitMod: Void Exosuit.♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥:♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥(PawnGenerationRequest& request)
at Verse.PawnGenerator.GeneratePawn (Verse.PawnGenerationRequest request) [0x0005b] in <cb53cd4422904947932d33f561ad8d15>:0
- TRANSPILER net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.ExceptionsAndActivatorHandler:Transpiler(IEnumerable`1 instructions, MethodBase original)
- PREFIX pogo.nfxwje: Void No_Foreign_Xenotype_Join_Events.Main+PawnGenerator_PawnGenerationRequest:Prefix(PawnGenerationRequest& request)
- PREFIX SmashPhil.VehicleFramework: Boolean Vehicles.Patch_Construction:GenerateVehiclePawn(PawnGenerationRequest request, Pawn& __result)
- PREFIX rimworld.erdelf.alien_race.main: Void AlienRace.HarmonyPatches:GeneratePawnPrefix(PawnGenerationRequest& request)
- POSTFIX ArtificialBeings: Void ArtificialBeings.PawnGenerator_Patch+GeneratePawn_Patch:Listener(Pawn& __result)
- POSTFIX rimworld.erdelf.alien_race.main: Void AlienRace.HarmonyPatches:GeneratePawnPostfix(Pawn __result)
- POSTFIX Altered.Carbon: Void AlteredCarbon.PawnGenerator_GeneratePawn_Patch:Postfix(Pawn __result)
- POSTFIX Fortified: Void Fortified.Patch_GeneratePawnTitle:Postfix(Pawn& __result)
- POSTFIX Cabbage.RimCities: Void Cities.PawnGenerator_GeneratePawn:Postfix(Pawn& __result)
2
headshots should be headshots
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SilverSet
在论坛“Esau's World 综合讨论”中
1
Kinda stuck
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Raindream
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