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
For example, Lets say in Group 1, you have Sitrep A and B.
But in Group 2 you have Sitrep B and C.
This would theoretically allow Sitrep B to spawn with Sitreps A or C, depending on how the selection process rolled.
@EdFenris That's odd. Which Sitreps are you using? The Faction Mods have 2 associated with them.
Each time a Sitrep is rolled, each category is rolled once, and skipped if a sitrep was already chosen from a category.
So, for example. lets say you have a category at 100%, that one will always roll. It will skip Category 1 and jump to roll category 2.
but category 2 only has a 25% chance. It has a 1/4 chance of rolling an active sitrep in the first place, and then it will roll the sitrep it will select. If Category 2 isn't selected, it then moves onto category 3 and so on.
My recommendation is to just up the average sitrep chance across the board.
One at 100%, the others no higher than 95%