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Do a binary search. Remove half your mods, if the error persists remove half your mods again. If not, load the other half of your mods. And so on. It's relatively quick.
I fail to replicate your error, it's not the vehicle framework. If you figure out which mod is being naughty, do tell me.
https://gist.github.com/HugsLibRecordKeeper/9e67c75496e26615b2e9ee4e348f97cc
Yes, that error is very much relevant. Do link a full hugslog, please.
https://imgur.com/a/mYBD4ks
Not sure what to tell you, maybe some other mod interferes or you are doing something wrong.
I just tested it myself, just [HRK] Vanilla Expanded Extra Embrassures and Breachable Embrasures in the modlist. Works like a charm.
https://imgur.com/a/pm9IrwS
https://imgur.com/a/i7msopV
Seems to be working perfectly fine. Enemies trying to breach your embrasures instead of setting them on fire or running around like headless chickens. Try not building the entire thing of embrasures to make it more noticable for yourself.
https://imgur.com/a/CFk7rQT
Manhunters on the other hand have just one mode, manhunting. It would be a lot more code and a lot more of a compatibility headache to touch that.
What about man hunter animals? Would you be willing to look into them attacking embrasures to get to colonists?
Those MO-spike things do not stop them, no.
Enemies that are trying to breach are always looking for the quickest way to your pawns. They are not going to waste time trying to breach your 2x1500HP granite castle embrasures if they smell a 100HP wooden wall on the other side of your base.
But on the other hand, having them stand on doors might mess with things, thinking about it. I know from temperature managment that that one tile a door is on counts as a fully seperate room. If a pawn stands there, they might not count as being "behind embrasures" anymore and the AI ignores them.
1. Does this work with embrasures added by Medieval Overhaul?
2. Would you be able/willing to make it so man hunter animals attack embrasures to get to colonists? I always feel so cheesy shooting them from safety like that
It's not "Pick up and Haul", and I just tested "Walls are Solid" in a minimal modlist using "Seamless Embrasures". Works fine. Could not find Animal Behaviours, but you can test yourself. Load up just with that and the embrasure mods.
Although I am starting to believe maybe the steam workshop was being the steam workshop for you again. Please do test if the mod works at all for you. Load up with just "Seamless Embrasures" and this one, and paint yourself a quick bunker like I used in my example gifs, then spawn a raid with the dev-console (I recommend spawning hostile tribals, they bring most melee)
I'm not 100% sure but the issue may be Walls Are Solid. The description only really mentions value changes and doesn't specifically say anywhere that AI behaviour is changed but maybe the value changes could confuse it?
No, it not being a room is exactly how the code figures out the enemy is behind embrasures. If the enemy and your pawn are in the same room, but can not reach each other, the enemy should start attacking things in the way. I personally play with Seamless Embrasures (when not doing a MO run).
Are you using any other mods that touch AI behaviour by chance? Or using factions from exotic mods?
@ LetTheMossReclaimYou
They should be, try it out and report back. You can add/remove this mod without starting a new colony.
realised the rooms don't count as enclosed because embrasures aren't technically walls. Could just be a conflict with something else im running but thought i may just be missing something.
They will all target the rooms with the pawns inside. If you look at the "With my mod"-gif in the mod description, you can see the enemies splitting between 2 towers. They will not target empty rooms. (Unless that is the only way to get to your pawns, ofc)
Yes, works perfectly fine with Medieval Overhaul palisades or castle walls. I usually play with that setup myself.
1) There was a problem with vanilla pathfinding / combat logic back in 2021, unsure if it still exists. Might have a look at it again, annoys me slightly as well. For now, I do recommend building airlocks with two doors at your entrance and to compartmentalize your defenses. They might pile up on the first, especially if they spawned far away, but the second wall/door won't have the issue.
2) I am afraid that one is on you, you have some other mod touching animal combat behaviour. Vanilla animals can not breach or set your base on fire, and do not trigger this mod by default. The code in this mod executes whenever an enemy would go into "randomly break and torch stuff"-mode (As seen in the other gif), which animals are not supposed to have.
A couple requests:
1) The enemies can pile into one big group with 5-10 creatures somehow occupying the same tile and smashing at the same time. You'll see it in your imgur gif of the mod enabled. This breaks a core game combat mechanic Can this be changed, or at least made optional? I think it'd be better if melee enemies attack the same weak spot together while ranged fire over their shoulders at close range, either at the same spot or at my pawns on the other side of the embrasure.
2) Animals are using the same tactics. Animals aren't this smart to coordinate. Combined this with the piling into tiles already mentioned and it gets breaks the game. I just had 82 gazelle pound down 1 section of reinforced wall in like 3-5 seconds. Can the combat AI enhancement be an optional for animals? Or a lighter version where they aren't as smart & coordinated as humans?
i had problems with rough barricade if it matter. it's not standart 1x1 barricade, but 2x2. Maybe it cause problems? They are about 600hp. But enemy prefer to hit usual steel door.
I played with this mod in 1.5 and it works fine, but not for now.
Enemies now attacking doors only.
Load order is important? Mod should be loaded before ambrasure mods or after?
Well my modlist is changed alot since 1.5, but i didn't installed any combat AI related mods.
Planning out a new base design with the Deserter mod which adds those 3x3 turrets as well as the big imperial 6x6 turrets. I know that pawns shooting from behind an embrasure will have raiders prioritise/attack the wall they are shooting from. Does the same go for turrets or will they ignore them despite turrets shooting at them from behind walls?
Please do use devmode to reveal the entire map, just to make sure there is no insect hive out of control in some pocket that got woken by the fleshmass.
Also do use the devmode to kill stuck fleshmass mobs (How many of those do exist?), just to doublecheck that it is them causing the lag build up.