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Докладване на проблем с превода
cool
Check out ThisRimofMine.
ThisRimofMine cities are divided into squares and very neat, but are pretty lacking in loot to scavenge, seemingly picked clean, and faction settlements and cities never spawn on them in my experience.
RimCities cities are a little more chaotic, but actually have loot and defenders.
I like to use both, under a "ThisRimofMine = cities that were pre-planned as residential areas by a powerful and advanced society, perhaps even automatically by mechanoids, hence lack of inhabitants or decorations" and "RimCities = cities that were built progressively and organically to meet needs as they arose by their inhabitants."
I found a logical bug in your Quest_Assault:
public override void ChooseParts() {
base.ChooseParts();
alliedFaction = Find.FactionManager.RandomAlliedFaction(minTechLevel: TechLevel.Industrial);
target = Find.WorldObjects.Settlements
.OfType<City>()
.Where(s => s.Faction.HostileTo(Faction.OfPlayer) && !s.HasMap && !(s is Citadel) && s.FindQuests().Count == 0)
.RandomByDistance(HomeMap?.Parent, 80);
}
This way your attack target may just be hostile to the player, but not the alliedFaction. You need to add a condition to pick the target faction that is also hostile to alliedFaction. Otherwise your ally and enemy may not fight each other once you enter the city
.Where(s => s.Faction.HostileTo(Faction.OfPlayer) && s.Faction.HostileTo(alliedFaction ) && !s.HasMap && !(s is Citadel) && s.FindQuests().Count == 0)