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Messages - BandOfDog

#1
Quote from: caesius on July 12, 2016, 07:48:17 PM
Quote from: skyarkhangel on July 12, 2016, 06:20:47 PM
Quote from: BandOfDog on July 12, 2016, 05:38:40 PM
Did the raids not happening bug ever get fixed? That for me was the biggest one and the reason I stopped playing. As its kind of pointless playing without raids.

You can continue, yep, there are some bugs (in A13 changed pawngenerator) with generating raid in earlier game, when your colony have low value.

well...my colony have 50000 silver + other stuffs (building, items...) but raid happens very rarely. im using touturer storyteller(which is the most raid happening storyteller i think) and tough level.... is this normal?

+ geothermal heater has a problem. if player install it, it collapse by itself, saying 'a support was removed!'.

So it didn't really get fixed then huh? :(
#2
Did the raids not happening bug ever get fixed? That for me was the biggest one and the reason I stopped playing. As its kind of pointless playing without raids.
#3
Quote from: Dynastiew on June 29, 2016, 05:59:55 PM
Well if you can read russian you can go on their forum and read, he post on it ;D.

I wish I could but I don't hah. Anyone who can translate?
#4
I think it'd be useful for the modpacks owner to let us know where he's at with things. I realise we can keep an eye on the github but sometimes the information posted there doesn't really tell much if you're not part of the team working on it.

It's a shame that currently the a13 version is pretty messed up as I like the changes etc in it. Especially with regards to the Superior crafting stuff that's included. I find it much more realistic to have to craft specific components for different items/benches. I'm currently using Arbitration and it works well, but after playing Hardcore SK it feels a lot more basic in terms of progression and a lot of items/benches can be made with very simple resources. This I find makes the difference as instead of having to create components, gather basic resources and electrical components to put together a bench you can make the same one with just metal. Still it fills a gap while this gets sorted :D
#5
Quote from: BlackSmokeDMax on June 26, 2016, 10:43:14 AM
Does anyone know if this has the updated Hospitality mod? I'm not sure what to look at in the Hospitality mod itself to see if it is the current version.

The reason I ask is I have had no raids over a season into a game. Got one raider as part of the "call for help" event, but no others. I am also seeing many instances of the chief is pissed due to losing people when they have all left the map just fine.

This is an issue I and a few others mentioned a few pages back. notfood tried looking into it and I think may have determined it wasn't anything to do with Hospitality.
#6
Quote from: sidfu on June 25, 2016, 08:29:11 PM
looks like a14 gonna beat the update for the mod pack :P

I just hope this doesn't end up like some other mods that just ended up disappearing completely, there's not been much activity on github and that worries me a little. As I've said before though I don't know the mod owner so I'm as clueless as everyone else.
#7
Outdated / Re: [A13] Mod MEGA PACK - reloaded
June 23, 2016, 10:34:43 AM
Quote from: crusader2010 on June 23, 2016, 01:52:07 AM
Unfortunately everything is standard, with whatever some mods are adding in terms of research. Same for the textures. The overhaul mods won't work with this pack most likely (because they need to take into account each research option added by each of the mods, i think). Same for the textures. If you have any links for some graphical overhaul pack, let me know and I'll take a look. Had a very busy month so it might take a while before I get to test some stuff out though.

I know skyark used Jabbamonkeys graphic overhaul, which I assume he updated to alpha 13 as the last update on that page is A9. Here's the link anyway https://ludeon.com/forums/index.php?topic=10895.0
#8
Outdated / Re: [A13] Mod MEGA PACK - reloaded
June 22, 2016, 11:02:20 PM
Hi Crusader, Can I just ask what the research curve is like in this mod pack? For example what system does it use? I know Hardcore SK uses parts of superior crafting for the research tree and Arbitration uses a custom one.

Also as a bonus question, are you using any texture packs? I find a lot of the original textures a bit bland after using various modpacks. :P No offense Tynan!
#9
I think there's a lot of issues with the 3.0 version right now. Main one for me and I know a few others is the raids not showing up, lacking in strength or just being stuck at one type (such as norbals or insect swarms). I don't personally know skyark so I don't know what the progress is with getting these sorted. If I had the knowledge to help fix stuff myself I would!
#10
Quote from: notfood on June 19, 2016, 01:35:25 PM
You may be getting this:

Quote from: BandOfDog on June 17, 2016, 07:52:23 PM
Ok I have a few errors which involve Hospitality Mod so thought I'd post them here just to make sure these aren't the ones causing the non raiding situation!

Here's both of them http://imgur.com/a/BrNiw

Trying a different seed fix it, sometimes...

You can also spawn the raid yourself with developer tools if you don't want to regen world.

Ah so those errors did mean something then? As I have little knowledge of the code I wasn't really able to ascertain much from them. Do you know what they mean notfood? Also you say you've updated certain mods, is that just a case of dragging the new mod updates in to their respective folders?
#11
Ok I have a few errors which involve Hospitality Mod so thought I'd post them here just to make sure these aren't the ones causing the non raiding situation!

Here's both of them http://imgur.com/a/BrNiw
#12
Quote
Quote from: notfood on June 16, 2016, 07:33:11 PM
Sometimes, some world seeds bug out. Enable developer console and check if you are getting errors, they mostly involve Hospitalilty mod.

Haven't seen anything yet, and by bug out do you mean in general...so it might just be a crappy world seed or something else? I'm willing to start on a new world with this mod but so far no other issues to report.

Quote from: sidfu on June 16, 2016, 04:52:34 PM
nope its normal as he is random thats why alot dont use him. i had one time with no attack for 4 years then eh started spawning 20-30 person raids

I've used him before and never noticed this kind of game, yes it's always been fairly random but never to the point where I'm not being challenged at all.




#13
So...weird question. I'm about two years in to my current game, colony of 10 colonists. Just got oil etc so started to make plastic. The thing is I've barely had any raids and the ones I have had have been pretty easy to fight off (mostly tribals, norbals). I'm playing on challenge difficulty with randy random as storyteller. Does this sound strange/buggy to anyone or is this the right curve for the difficulty of this mod?
#14
Quote from: karloss99 on June 12, 2016, 11:11:33 AM
Now, I'm sure someone has already asked this, but I don't have the patience to find. Is there any way to dial back on the diseases? I have found that Tropical biome with the horrid weather, many marshes and hordes of flesh-eating beasts provide more challenge than even ice sheet. Except the diseases. When someone in my colony is sick with something All The Time, it stops being fun. And when my main crafter went down with a "spend a season in bed or die" type of sickness, well...

Now, I don't want to turn them off, just dial back on the frequency. Playing on the github test version.

Yeah I agree with this totally. Even in non tropical biomes (looking at forest here) the amount of disease is pretty high. Plague is one that I see often along with unexplained malaria.
#15
Does anyone know if this is still going to be updated?

If so I have a suggestion/request!

Fluffy created a mod called Follow Me! I've tried including it manually in my own game but it doesn't seem to play well alongside the modpack.