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Also, I changed the default chance for a raid to go wrong to 1.85, which is a quarter of the chance for a raid. If you have already changed this setting then it won't be overridden.
This update also makes sanguophages, or pawns with the right xenogenes, unaffected by rapid ageing. It wasn't very likely that pawns with these genes would raid in, but I fixed it anyway.
I'll see if I can make them synchronise.
If you have Vanilla Expanded Framework + Vanilla Events expanded, "sometimes raids go wrong" is listed , with a weight slider for how often it should occur. The thing is this overrides the weight slider in Sometimes Raids Go Wrong settings, and they dont sync with each other.
I was getting raids go wrong maybe 50% of the time, even with a low weight in this mod's settings. I worked out that in the Vanilla Events expanded settings , it was still set to 7.4, which is the default this mod uses.
So , perhaps there is a need for a compatibility check /something to make them sync, or simpler just a notice in the description here that you need to adjust BOTH settings. Thanks for making this mod
in "Mod_1551336515_SRGW_Loader.xml"
<?xml version="1.0" encoding="utf-8"?>
<SettingsBlock>
<ModSettings Class="SometimesRaidsGoWrong.SRGW_Loader+SRGW_Settings">
<val_MinimumRoll>1</val_MinimumRoll>
<val_MaximumRoll>4</val_MaximumRoll>
<mode_debug>True</mode_debug>
</ModSettings>
</SettingsBlock>
maybe you can edit your config file in a similar way to adjust more or less raids?
The storyteller has more than just raid and raid-gone-wrong to pick from, though.
Hope that makes it clearer!
Hope this helps.
When the overall weight is set to zero, none of the future incidents were raids going wrong.
I don't know how you're getting raids going wrong with the weight set to zero, the game literally is telling me that's impossible.
The one sure way to know is to start a test save with that mod disabled and see if you get raids going wrong again.
I'm not getting any of the raids go wrong events in my raids. I used to, and I loved it, but sometime between the pause from the 1.4 update it stopped happening.
I can think of two culprits causing this:
1. Vanilla Expanded Framework - I only started using it recently
2. Compressed Raids - I figure this one may be overwriting raid events?
If anyone has thoughts on this I'd appreciate it
I do know that there's at least one storyteller from a mod which wouldn't use this event, but then it doesn't use the regular raid either, and you would know that just from reading about it.
I have a technical question before testing it myself:
Does your mod add new events to the pool or does it alter the existing events in the game?
I'm asking because I like to know, whether I might encounter possible incompatibilities with events added from other mods, if the latter is the case.
Keep up the good work!
As always, let me know if there are any problems.
(eg, you can scan each enemy shooter, and see which one looks like they have more chances of hitting you via their skill level, and then direct your snipers to take them out first etc) or you can target a bunch of melee fighters who are highly skilled first, and let the average ones get closer etc - just bear in mind that if you have a lot of colonists, and/or several bases, its best not to usually enable tactics across more than 1, otherwise the game will jump around between maps etc.
Poor Timing
Two raids happen simultaneously. There is 50% chance that they start close by, 10% chance that they start on opposite sides from each other and 40% chance that they start somewhere in between.
If two factions are hostile towards each other, it might be a source of easy loot, but if they are allied, then its a double trouble.