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playing on 1.5
Error in Fortifications - Medieval, assembly name: FortificationMedieval, method: ModExtension_ShootWithFleck:BurstFleck, exception: System.MissingFieldException: Field not found: bool Verse.TerrainDef.holdSnow Due to: Could not find field in class
[Ref 2FB39F0E]
(wrapper managed-to-native) System.Reflection.RuntimeModule.ResolveFieldToken(intptr,int,intptr[],intptr[],System.Reflection.ResolveTokenError&)
at System.Reflection.RuntimeModule.ResolveField (System.Reflection.Module module,
https://steamproxy.net/sharedfiles/filedetails/?id=2883913520
I'm getting errors :(
Error in Fortifications - Medieval, assembly name: FortificationMedieval, method: ModExtension_ShootWithFleck:BurstFleck, exception: System.MissingFieldException: Field not found: bool Verse.TerrainDef.holdSnow Due to: Could not find field in class
I'm getting errors :(
Error in Fortifications - Medieval, assembly name: FortificationMedieval, method: ModExtension_ShootWithFleck:BurstFleck, exception: System.MissingFieldException: Field not found: bool Verse.TerrainDef.holdSnow Due to: Could not find field in class
it adds castlewalls and trenches. very useful & stylish, absolutely recommendable.
I think ideally the swivel gun should run off crafted primitive ammunition that has to be loaded individually like the mortar, which would then ensure it functions but I think also gives an interesting option to have multiple possible ammo types - not EMP and incendiary and whatnot, but I think a basic option and a 'grapeshot' option that is very inaccurate beyond very close range but fires a cluster of big shotgun shots would be thematic for a cannon and very cool.
I also think honestly that the swivel gun is pretty OP at its tier tbqh. It's cheap, unrestricted by barrels, much more accurate than a mortar with same explosion radius and a stun effect. Could do with less effective explosion and probably an accuracy nerf.
Unfortunately the swivel gun is not set to rotatable, though. It can be easily changed to rotatable in the XML but because it's actually a 'turret' and rotates when you man it to aim at enemies it will reset to default 'facing' (0 degrees/due north) when you load into your saved game, and after you fire it it'll be facing the direction it last fired until you next use it. You can use this mod to set default 'idle' positions for them though for aesthetic purposes on your walls (and also functionally if you want it defaulted to be facing the 'right' position for likely incoming enemies).
On another note, I seem to be having to same proplem as RadioAk7iV. The Swivel Gun fires an indefinite amount of rounds, until I unman the pawn from the gun. I am also using Better Explosions.
suck ur mum, please and thanks.
Try reading descriptions. It's crystal clear what each includes.
- It doesn't actually have a listed material required for ammo so it spams red errors when it runs out of ammo, technically you just load steel in but the game doesn't know that
- You can't rotate the guns so the graphic is broken
- Castle walls. 20 stone blocks. Much work. Very durable.
- Castle embrasures. 15 stone blocks. Much work. 85% cover. Very durable.
- Stone block ditches. Similar to ditches from Neolithic, but more expensive and durable. I mostly use the neolithic ditches so can't remember the cost of these.
If you look at their Fortifications - Medieval: Materials mod, it says this under the "Core" section.
The work on the castle walls is a hurdle but makes sense and has the secondary use of making your colonists develop really high construction levels. I kinda take advantage of this with a small area where I slap down random castle walls and have construction passion pawns work away at that when there isn't any actual project for them to work on.
Thanks!
to fix it, go into the 1.5 defs file for this mod and change the <fillPercent> from 0.85 to 0.75. pawns will be able to shoot over it now
I had a pawn behind one and it said there was no line of sight to a target on the other side.
I'm running combat extended so that might be it?