Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Nowhere

#76
Unfortunately, in this case the only save that would help - is the one before cluster was defeated("Mechanoid buildings have been defeated" message).
#77
Please upload it to dropbox or any hosting of your choice. If you have a save before destroying the cluster that would be awesome.
#78
I see, will add some extra checks.
#79
I tested it and looked through the code and didn't see any obvious issues. Do you have a save for us to test?
Did it look like they were trying to exit the map? There are potential scenarios like bad temperature or being trapped, where they'll switch their behavior.
#80
Bugs / Re: [1.1 Royalty] No acceptable food notification
February 28, 2020, 09:51:59 AM
Fixed(for the next build), thanks for reporting!
#81
I added a write up on supporting multiple revisions of the same mod in this document:
https://docs.google.com/document/d/1WuoJRYUTxb0hbFncG0DFRaablGUoALZu5Wr6p3t22k0/edit#

It does touch ModsConfig.xml - basically, if we're gonna implement a system like this, I think it would be better with folder names in ModsConfig.xml. Otherwise, It seems fine either way. Both have theoretical issues.
Please, feel free to add your thoughts to it.
#82
Yes, he is supposed to accept humans and it works by the same rules as a regular slaver. They won't buy incapacitated pawns.
#83
I see, the idea of having universal, clean ID in all systems was compelling to us and we might've overextended it. I think we still have time to change ModsConfig back to folder names if people genuinely rely on old behavior a lot. And it might be necessary now that we have "multiple revisions of the same mod" on roadmap. The packageId solution will always be limiting in this light.

To address the rest of the post:

In most scenarios it should still find mod by a packageId whether it has _steam postfix or not in XML. And if you have both steam and non-steam active, it will keep only one.

On your scenario: It will still load it, but it might be confused about which one to load in this case. And if for some reason(unclear to me so far) you have different(functionally, so it matters) versions of the same mod and still want to apply someone else's mod list that also contains this mod... Yeah. In that case you might need to re-adjust it afterwards. Is that a common scenario? Not arguing, genuinely asking.
#84
Yeah, upload anything, maybe there's still useful information in quest state.
#85
Quote from: HarryWuzHere on February 27, 2020, 09:57:21 AM
i started the quest after updating yesterday, it was still active when i went to sleep last night. i think its been going on for 35 days or so

if it helps i can upload the save file, all mechs and buildings have been destroyed but the steel walls are still there, however i can claim / deconstruct these walls.

Yeah, please upload the earliest save you have with that quest. I'll take a look.
(Ideally it would be when quest was offered but you did not accept it yet)
#86
Quote from: HarryWuzHere on February 26, 2020, 09:26:34 PM
okay so the quest is to defeat a pretty beefy mech cluster with the assistance of 6 cataphracts and the reward was going to be 11 royal favour, when the cataphracts arrived I used them to help me clear out another dormant mech cluster that was not related to the quest, after that one was destroyed I moved on to clearing out the quest one. the fight was getting tough so I used the free call royal aid with my dame, two of the royal aides died, then a while later we killed all the mechanoids and destroyed the builders and droner. 1 of the cataphracts died and 3 were downed, I rescued the downed ones and hauled some stuff back. fast forward 10 days later and the cataphracts eventually leave saying they've been here too long.

the quest has been going on for 13 days, the only things remaining are the slag chunks and the steel walls. I haven't received the royal favour and the quest is still active.

Did you start that quest before or after the update that supposed to fix it?
#87
Yes, the fix will only apply to future occurrences. Please let me know if that happens to you again!
In that case it would be helpful to know what kind of mech cluster arrived last, or just upload a save game.
#88
Fixed(in the next update). Now you will be able to uninstall and reinstall these. Thanks for reporting!
#89
Fixed, thanks for reporting!
#90
Hmm, the attached log doesn't contain the related error. If you have a save game or can reproduce it, please upload it.
It would also be nice to verify if it wasn't caused by mods.

It could easily be that Combat Extended has an old version of TryCastShot() method, before we fixed it. And it looks like it does, after a quick check.