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报告翻译问题
Thanks for your time boss
Thank you for quick fix work!
Did it get better?
Also If you guys find the "sweet spot" for the customization settings, I will gladly set them as defaults. I just threw some random numbers as starting points, as the bulk of the functions are just math, I know there will be some room for improvement.
- Forgot to remove the gif's in the About folder.
- Moved the Japanese translation to it's proper home after drinking some coffee.
@Ishchyaboi The settings are Mod Wide :)
I have one issue to report. The Japanese translation PawnTargetFix.xml file does not exist in the Keyed folder, but appears to exist directly under the Japanese folder. Please check it. Thank you.
Big update just dropped for Pawn Target Fix:
• You can now toggle between accuracy-first or proximity-first targeting.
• New settings for handling downed enemies, target stickiness, and retarget timing.
• Fully translatable (English, Chinese, Japanese, German, French, Russian).
• Performance improved with smarter caching.
Thanks for all the feedback in the comments, this update is based directly on your requests.
As always, let me know how it plays and if you spot anything odd!
DisKorruptd Mar 29 @ 6:19pm
I would like to recommend a change. Instead of looking for closest target, compare accuracy's. Someone in cover 5 tiles away is less accurate for a rifle than someone 20 tiles away running in the open.
I seconded this and add my own suggestion: Make it a toggle-able Mod setting.
I can see this mod becoming a mandatory install for sure.
1st: No, if you manually set a target, this doesn't run.
2nd: Whenever auto targeting takes over. (When target dies, object destroyed, etc)
3rd: Target will not change unless current target is no longer valid while still drafted.
Basically I like the idea of the mod, but im curious if i tell my people to focus the RPG in the back, are they going to stay targeting on that pawn till it dies, or will they swap targets the first time someone moves?
Thank you for this mod btw.
I can confirm that the fps drop is related to this mod and to downed enemies.
My guess is every time the game runs a check for the closest enemy, it targets the downed enemy, then skips it and goes to the next, skips it again if its downed and goes to the next and so on until it finds a moving enemy and because the pawn doesn't stick to the enemy like in vanilla, but switches to the closest, there must be at least 1 check per second and all the skips are the fps killer.
You might be onto something here.
if you have vanilla expanded accessories, that also caused an issue with raiders not attacking colonists. I removed it, and my pawns are throughy being murdered now.
So not entirely this mods fault.
Again, it's not producing errors so it's hard to prove it's this, but with a few others having the same issue it might be worth looking into.
Something must have changed in the base game code that's silently causing issues with this.