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can u add some more optional settings to make it harder.
for example someone said below
"Could you make the "avoid tile if someone died here" a configurable radius? A bigger radius may make the pawns more dynamic, would love to try"
i would like to this too
One raid kinda rushing on 1 point, bit later changed mind and attacked second spot while sapers digging around. But again not all rushing same point, few long ranged enemy keep their position and attacks first spot.
Waiting for shamblers/other anomaly events to see their behavior. I hope nothing weird, because this mod is really nice and changes gameplay alot.
And thanks for your work!
Full log if you need it. I'm running a fair number of mods, so I only gave a pastebin of the relevant NRE.
I think there's an NRE issue caused by your mod when a pawn on a map that's unloaded dies. Those world pawns should still be loaded and HeDiffs are still ticking, and some HeDiffs in my example killed a pawn and caused a NRE issue.
Great mod! Quick question: I observed that raiders often dont reload what entering a map. So they rush into combat and only then do the reloading. Could this be fixed on your end? Playing with Combat Extended but aside from that there should be no mod messing with the raider AI.
Thanks!
Could you make it so that each feature of the mod can be enabled or disabled individually? That would be really great.
Here is the link for the Fog of War: https://github.com/ajperson1927/NWNRealFogOfWar
Re the sapping logic, they do priorities walls/doors with lower hitpoints (assuming they arent in dangerous areas), unless already reserved by another pawn. i think there is a limit to how many pawns can sap a single wall, so will double check this and get back to you.
these are the vanilla triggers for sieges:
transition2.AddTrigger((Trigger) new Trigger_Memo("NoBuilders"));
transition2.AddTrigger((Trigger) new Trigger_Memo("NoArtillery"));
transition2.AddTrigger((Trigger) new Trigger_PawnHarmed(0.08f));
transition2.AddTrigger((Trigger) new Trigger_FractionPawnsLost(0.3f));
transition2.AddTrigger((Trigger) new Trigger_TicksPassed((int) (60000.0 * (double) Rand.Range(1.5f, 3f))));
Trigger_PawnHarmed(0.08f) means there's a an 8% chance on a radier being damaged to cancel the siege, which in my opinion is pretty dumb. Should be hard to stop a siege, 30% of raid lost is probably ok here
One suggestion: Any way to make the raiders work together to destroy a single piece of wall instead of all the raiders hitting and shooting at different parts of the wall?
Second suggestion: Any way to have the raiders target low hit point doors instead of walls, if a door is nearby?
Third suggestion: For those of us playing with CE or LTS Ammunition mods, any way to add a toggle in the mod options so that raiders don't attack walls with ranged weapons and instead melee the walls (even if holding a ranged weapon) so they don't run out of ammunition before they destroy the wall?
Alot of the stand off options like sniper rifle are already pretty ♥♥♥♥♥♥ due to all AI behaviour being blind rush.
Glad to hear of a patch, hoping tomorrow's preparing raids will be more dangerous