Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
-----------
Due to DiceMan modifying various aspects of enemies, such as stats, perks, weapons, armor, loot rate, etc. In theory, it may not be compatible with other mods that have similar functionalities.
However, DiceMan employs runtime modifications, meaning the changes take effect at the beginning of each battle. In most cases, DiceMan will override static modifications made by other mods.
However, the following aspects may influence the reinforcement probability:
1. **Combat duration:** The early rounds of combat are considered a safe period, and reinforcements will not occur during that time.
2. **Difference in the number of units:** The greater the difference between the number of units on both sides, the more likely reinforcements will occur.
Therefore, you can try extending the battle to at least 5 rounds and maintaining a significant difference in the number of units on both sides. For example, leaving only 1 or 2 enemies.
Would prefer if bodies don't disappear though. I don't mind having a messy battlefield -- that's what I signed up for after all; that and it's more realistic.
For now, I had to turn the mod off the following happened:
- In my second fight during a new playthrough on Mission Impossible, I had 3 army characters (very well armed, obviously) join the battle on the enemy side.
- Still tried fighting them, died a couple of times and then upon loading a save had another group of enemies spawn right on top of the first one.
Nevertheless, this has a lot of potential and I look forward to future updates!
There are 2 ways to get dropped loot from these reinforcements (if the DO drop any)
1. Any time they can be found on the satellite map. Press H on the satellite map to view them.
2. The body doesn't disapper until combat end. You can pick them up druing the comcat.
I'm just in a playtrough with custom settings (5x Enemies) nearly took back Fort L'Eau Bleu with 42 Enemies and the reinforcements literaly spawned on top of my mercs.
I defeated them with some major casualties, at least i hoped for some nice loot since they were Elite Adonis, but the bodies disappeared after i killed them.
When this problem is adressed I will resubscribe to this mods, be cause it really seems fun, but not in it's current state
1. Reinforcement algorithm is random but influenced by changes in the number of personnel on both sides.
2. Betrayal behavior only occurs with personnel reinforcements to the battlefield, not affecting NPCs, Mercs, and fixed enemies.
3. “All type enemy” means randomly choose Legion, Army, Adonis. "All type militia" meas Recrut, Veteran, Elite. All means all noraml class.
4. Save compatible. No need to restart a new game, and you can install/uninstall anytime without any damage to save.
5. This is a lightweight mod, with no current plans to add options, for now. However, there might be some differences in the full DiceMan version.
Random reinforcement location will also be optimised. For now , just try some fun in a chaos battlefield :)
As long as you have some mod options , then you could turn off 'betrayal' function
1) Can betrayal happen in any combat? Does it include your own mercs? Does it include named NPCs or just militia? Is it really random or do certain factors like morale influence it?
2) What level of militia is reinforcing? eg. Recruit/Veteran/Elite
3) Does "all enemy types" mean different types within the same faction? Or literally any type from any faction?
Also, it is save compatible? I'm planning to start a new campaign, but it would be inconvenient to abandon that if I need to disable the mod.