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Erwei.Fra.AdvanceMech.JobGiver_TryUsePlasmaCharge
I am not sure who the error belongs to, so I have submitted it on both mods.
—
Config error in AMW_Gun_SChargeCannonAWM: verb 0: has incorrect forcedMiss seConfig error in AMW_Gun_SChargeCannonAWM: verb 0: has incorrect forcedMiss settings; explosive projectiles and only explosive projectiles should have forced miss enabled
—
Config error in Gun_ChargeCannonAWM: verb 0: has incorrect forcedMiss settings; explosive projectiles and only explosive projectiles should have forced miss enabled
—
https://gist.github.com/HugsLibRecordKeeper/4c0650e49f0132fd9c0fa7ee857ccb95
—
If I move RVTE to above AMV, I get the same error for a RVTE weapon (Gun_Chargecannon).
@MerLatus 不,我有很多机甲模组包,没有这样的问题。
Just tested it and 2 giants with vanilla endgame gear managed to kill the Dragon and Thrumbo pretty easily (in a 2v1 each), with modded gear or psycasts 1v1 should be possible too. Be sure to give them jumpacks since the ranged attacks hit like a truck.
''Config error in Mech_******: description has trailing whitespace'' or
''Config error in MF_******: description has trailing whitespace''
There's numbers in "Factions_Misc.xml" that could do this I imagine? <raidCommonalityFromPointsCurve>?
It's not all the mechs, just the ones with sharp armor up near the 200s. That takes time to be able to deal with. The little ones are a nice challenge, no worries. Ideally a variable to have a max pawn cost based on the raid points. That I have no idea on.
But another difficulty is that as players develop and colonial wealth increases, the attacks three years later will be quite powerful from the beginning. I'm not sure if players are willing to see this kind of change, maybe changing the attack battle points like you did is a better way?
I've adjusted the combatPower variable to more realistic numbers, and installed some OP gun mods. Although the really helpful one isn't updated yet. So hopefully I won't see the big ones again until I have at least a small chance of success.
The difficulty with the thrumbo is that it's an explosive weapon with a high rate of fire that can't be stopped or taken down quickly, or at all without exceptional weapons. The explosiveness means there's no protecting from it. It's fast so it can't be run away from.
My local version I have balanced by fiddling with the combatPower; it's fine as a late game challenge, but they need to only show in late game.
如果你不满意可以写自己的版本,因为原作者Ravvy已经放弃了并且允许其他人自由使用这个模组的素材了,我所做的工作基本是把这个模组搬到1.6,我目前也不打算对这个模组的代码进行大幅度修改。
I don't remember getting these things quite so early and when I'm so unprepared in previous versions of the rim, has nothing changed?
It's rather unbalanced, with a Mecathrumbo having a CombatPower of 700, vs a centipede of 400. I just had 3 turn up in a raid of 20 when I haven't even got pawns in armor yet. I mean I like the challenge, but there's absolutely no chance with that. I've got nothing that will scratch it's armor.
I could turn the difficulty down, but it would be nice if they were at least a little closer in difficulty to vanilla and the other mech mods I have. I like a challenge, but one with a chance.
Wonderful news. This is one of my favorite enemy mods.