Instalar o Steam
Iniciar sessão
|
Idioma
简体中文 (Chinês Simplificado)
繁體中文 (Chinês Tradicional)
日本語 (Japonês)
한국어 (Coreano)
ไทย (Tailandês)
Български (Búlgaro)
Čeština (Checo)
Dansk (Dinamarquês)
Deutsch (Alemão)
English (Inglês)
Español-España (Espanhol de Espanha)
Español-Latinoamérica (Espanhol da América Latina)
Ελληνικά (Grego)
Français (Francês)
Italiano (Italiano)
Bahasa Indonesia (Indonésio)
Magyar (Húngaro)
Nederlands (Holandês)
Norsk (Norueguês)
Polski (Polaco)
Português (Brasil)
Română (Romeno)
Русский (Russo)
Suomi (Finlandês)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Relatar problema de tradução
1. Factional War Shelling AI may only be used in battle sims where both sides are post industrial factions (not tribal or medival). The triggering chance is also reduced.
2. There might be def name conflicts with Factional War during my copy paste, which causes some weird AI behavior in battle sim when playing together with that mod. I renamed these def in my mod and it seems working now at least on my side. For those who reported this bug please check again if you still have the same issues.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch6 (string)
DynamicDiplomacy.IncidentManager:RunDDIncident (string)
DynamicDiplomacy.IncidentManager:WorldComponentTick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.Planet.WorldComponentUtility.WorldComponentTick_Patch0 (RimWorld.Planet.World)
RimWorld.Planet.World:WorldTick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch5 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch6 (string)
DynamicDiplomacy.IncidentManager:RunIncident (RimWorld.IncidentDef)
DynamicDiplomacy.IncidentManager:RunDDIncident (string)
DynamicDiplomacy.IncidentManager:WorldComponentTick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.Planet.WorldComponentUtility.WorldComponentTick_Patch0 (RimWorld.Planet.World)
RimWorld.Planet.World:WorldTick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch5 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
For siege AI of tribal, I ll just disable it in next update
Thanks for the test
from my testing, I was able to get the problem to occur with this modlist: https://pastebin.com/6gycGGRH
but could not with this: https://pastebin.com/QQ17f7AG
the most impactful changes in my eyes are: [SR]Factional War Continued, Tacticowl (the 1.5 Ferris one), Tacticowl - Ghouls/Mechs Patch, Vanilla Expanded Framework, Clean Pathfinding 2, Vanilla Weapons Expanded - Coilguns - Heavy - Frontier, Coilguns - Low Power Mode