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Author Topic: [B18] RIMSLAVES 4.2 : DAENERYS’ ARMY – Game of Thrones mod!  (Read 52724 times)

Walking Problem

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Dothraki .. now that would be one fearsome Manhunter Pack.

The Dothrakis are 6 times more likely to spawn as a generic manhunter pack (because there are 6 variants of dothraki).

However, I am already pondering adding custom Dothraki raid events, either as a manhunters, or they behave somewhat like a faction raid, where you can probably appease them by putting some valuable shit out there for them to feel satisfied without killing anyone (or they might just kill for the fun of it)

Kobra

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Здравствуйте.Сделайте пожалуйста пехотинцев с стрелковым оружием. Им можно было бы назначать командиров за которыми они могут следовать и тогда бы можно было бы добиться удобного командования несколькими подразделениями. К примеру у одной твоей пешки есть 7 прикрепленных бойцов - полноценное подразделение которым можно отражать атаки на базу... (И если можно, кастомизацию брони и оружия) Спасибо!
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Walking Problem

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Здравствуйте.Сделайте пожалуйста пехотинцев с стрелковым оружием. Им можно было бы назначать командиров за которыми они могут следовать и тогда бы можно было бы добиться удобного командования несколькими подразделениями. К примеру у одной твоей пешки есть 7 прикрепленных бойцов - полноценное подразделение которым можно отражать атаки на базу... (И если можно, кастомизацию брони и оружия) Спасибо!

Настроить оружие для пехоты невозможно, потому что это животные. не пешки.

Тем не менее, уже можно прикрепить «Unsullied» или «Dothraki», обучая их в «Послушании» и «Release». Я предлагаю вам назначить одну из ваших пешек в качестве командира всех ваших рабских воинов и поставить эту пешку в качестве хозяина всех этих рабов.

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Customisation of weapons for the infantry is not possible, because these are animals. not pawns.

However, it is already possible to attach the "Unsullied" or "Dothraki" by training them in "Obedience" and "Release". I would suggest you appoint one of your pawns as the commander of all your slave warriors and set this pawn as the master to all these slaves.



Kobra

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Спасибо, но я имел ввиду, что в бою не хватает дальнобойных рабов с автоматами и в современной броне...
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Walking Problem

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Спасибо, но я имел ввиду, что в бою не хватает дальнобойных рабов с автоматами и в современной броне...

Существует 2 причины.

Один из них заключается в том, что животным запрещено иметь оружие дальнего боя. Если они закодированы, чтобы иметь оружие дальнего боя, они не могут быть добавлены в качестве домашнего животного в колонии.

Во-вторых, это потому, что это основано на «Game of Thrones».

Поэтому, если игровой движок не позволяет, его трудно включить подчиненные подчиненные.

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There is 2 reasons.

One is because animals are not allowed to have ranged weapons. If they are coded to have ranged weapons, they cannot be added as a pet in the colony.

Two, is because this is based on "Game of Thrones".

So unless the game engine allows, its hard to include ranged slaves.

kenji199

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after I load rimslaves 3.0 I found this bug in develop mode.

Failed to find Verse.JobDef named SlaveSow. There are 240 defs of this type loaded.
Verse.Log:Error(String)
Verse.DefDatabase`1:GetNamed(String, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String, Object[])
Verse.GenDefDatabase:GetDef(Type, String, Boolean)
RimWorld.DefOfHelper:BindDefsFor(Type)
RimWorld.DefOfHelper:RebindAllDefOfs_Patch1(Boolean)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()


I'm not using any listed conflict mods.
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laokangz2

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I also have this bug
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Walking Problem

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after I load rimslaves 3.0 I found this bug in develop mode.

Failed to find Verse.JobDef named SlaveSow. There are 240 defs of this type loaded.
Verse.Log:Error(String)
Verse.DefDatabase`1:GetNamed(String, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String, Object[])
Verse.GenDefDatabase:GetDef(Type, String, Boolean)
RimWorld.DefOfHelper:BindDefsFor(Type)
RimWorld.DefOfHelper:RebindAllDefOfs_Patch1(Boolean)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()


I'm not using any listed conflict mods.

Its actually unused code.

I will release a patch to fix this.

It however does not affect the game at all. My bad

RyanRim

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TL:DR posts

So gonna ask quick, are you going to add dragons?

And does it work with Zombie mod?

Anyways looks cool, you made me want to start a new game.
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Walking Problem

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TL:DR posts

So gonna ask quick, are you going to add dragons?

And does it work with Zombie mod?

Anyways looks cool, you made me want to start a new game.

You dun have to start a new game, you just need Faction Discovery mod to add the Slavers Faction into the game.

As for Dragons yes, but not yet, because I dun feel like adding Dragons when I havent figured out how to give animals ranged attacks.

As for Zombie mod, yes it is compatible.

RyanRim

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OK Cool, looking forward to Dothraks vs Zombies lol
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faltonico

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Just so you know...
Maidens suddenly started hauling:

I am NOT complaining... is just so you know xD
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Walking Problem

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Just so you know...
Maidens suddenly started hauling:

I am NOT complaining... is just so you know xD

Maidens are supposed to haul. haha 

But they are way more efficient in the latest version of the mod right? =}

faltonico

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Maidens are supposed to haul. haha 

But they are way more efficient in the latest version of the mod right? =}
Oh, i assumed they couldn't because you can't teach them hauling.
Regarding if they are more efficient or not, i didn't get to use them in my last test run, so i couldn't tell.
Thanks a lot!

On another matter... walkblem orbital traders seem to be an awful lot common. Did you modified something to them?
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KnightsCross

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My colonist were always depressed on how harsh reality gets. luckily we have women thanks for this mod!
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