Rampant, fixed


Based on Rampant 1.1.1 (new AI and enemies). 1. Perceptibly more dangerous. AI significantly rewritten, gameplay different. Can attack from afar. Improved search for a passage in the defense. By default, it does not populate the entire map. 2. +2 Factions. Can mutate existing nests. Mixed attacks from different factions. Can be combined with nests of other enemies

Content
4 months ago
1.1
31.2K
Enemies

b Crash while integrating I think

2 years ago

Hi, I got this error after adding this mod

Die Mod Rampant, fixed (1.2.4) hat einen Fehler verursacht, der nicht behoben werden kann.
Bitte informiere den Autor der Mod über diesen Fehler.

Error while running event RampantFixed::on_tick (ID 0)
RampantFixed/libs/BaseUtils.lua:803: table index is nil
stack traceback:
RampantFixed/libs/BaseUtils.lua:803: in function 'upgradeBase'
RampantFixed/libs/BaseUtils.lua:1075: in function 'processBase'
RampantFixed/libs/MapProcessor.lua:487: in function 'processNests'
RampantFixed/control.lua:1347: in function <RampantFixed/control.lua:1284>

2 years ago

When viewing the specified location, the error is not visible. In appearance, the necessary checks are already in place.
I need a save to see the values of the variables at the time of the error

2 years ago

I'm not able to upload my modlist and the map currently but the problem was me having disabled all enemies before removing your mod and readding your mod and loading my save.

So I tried again but with enabling all enemies before loading my save and it worked.

Hope that helps

2 years ago
(updated 2 years ago)

Yes. That's enough. I didn't take into account situations when there are no available factions.

In the next version, this error should not be.

But in the future, if you want to remove new enemies, or remove the mod, it's better to use the option in the player settings - "Show dialog to disable new enemies". this will replace the nests with standard ones and prevent their removal

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