torannd / rimwar Goto Github PK
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License: MIT License
Global war across the Rim
License: MIT License
My personal fix is to add a check on Scout.cs, line 358 and 368:
if (this.WarSettlementComp != null)
<= This check prevents null reference exceptions and allows my game to continue..
Hi, I took the last update and restarted the game and I did not leave the feeling that the game began to go slower. To confirm my feelings, I turned on the TicksPerSecond and Faster Dev Speed mods (https://steamcommunity.com/sharedfiles/filedetails/?id=1579446607 and https://steamcommunity.com/sharedfiles/filedetails/?id=1579958166) and started playing at 4x speed with just:
Core
HugsLib
Rim War
Faster Dev Speed
TicksPerSecond
Measurements showed that by eye with the previous version (Sep 28, 2019), the average TPS is 2100 TPS. With the latest version (Oct 3, 2019), the average TPS is 1700 TPS.
Previous version:
Rim War.zip
Latest version:
Rim War.zip
Hello. This is a very interesting project and I can’t wait for the release. I have only a request. Is it possible to make a feature, possibly an optional one, so that non-player units on the world map are visible only when they are near the player’s settlement or caravans?
It just looks strange to me when I see caravans and scouting parties at a distance of hundreds of cells from the player's settlement and I even know their types and faction and I can not logically explain how the player's settlement or caravan can receive such information and even plan to attack them or interact with them.
Also, as an option, you can consider the possibility of a player patrols and outposts to expand visibility on the world map and interact with units passing by (for example, charging for passing or attacking enemy units).
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