Decane
Decane
Here is how the Swamps currently look in my game:  - mutant and renegade clusters are in **red** - 'territory' type smart terrains are in **teal** - 'resource' type...
> Does this require a new game? No, it'll take effect immediately after loading an existing save. > Would such a simple trick also exist for Looners and Freedom/Duty? Yes,...
>neither CS nor Looners care about mutants They will only care about mutants if mutants have captured a power target they want to capture. The `precondition_power = 1` trick makes...
>Is there maybe some dependency of whether mutants will raid base/spot versus number of guards there? Yes. I've explained how that works in https://github.com/Decane/SRP/issues/69#issuecomment-552226223. Quoting myself: >Under "normal" circumstances in...
The ZRP has a work-around: kill any online controllers upon death of the player. That still leaves the bug present if the player reloads a save without dying. Perhaps the...
I agree that it makes no sense for these bandit squads to be hostile to the player when the player is a bandit. However, removing their `relationship = enemy` parameter...
Are you using a weather mod? I don't think vanilla CS (or CS with the SRP) has fog as thick as that. Regardless, I assent that this is a vanilla...
@SurDno You can make the capturing of specific smart terrains a pre-requisite for advancement in the bandit faction war by specifying them with the `precondition_target` parameter in gamedata\configs\misc\faction_bandit.ltx. Doing so...
The audio for counter-attacks is initiated in `function CCaptureSmartTask:check_task(tm)` in task_objects.script. Let 'S' denote the smart terrain to capture; let 'D' denote the defending faction; let 'A' denote the attacking...
@SurDno What do you think is the problem here? The fact that a counter-attack isn't always executed even if you hear pre-counter-attack sounds? As explained above, a counter-attack is only...