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Messages - BoxOfDoom

#1
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 03, 2015, 11:35:32 AM
Derp. Forgot about the stuff in appdata when reinstalling.

Tried it now.
Vanilla works fine.
Modpack still has the same issue.

I made SURE that I followed every step to the letter. It should work, but it doesn't.
I made another clean install.
I made sure to use the modified shortcut. I unpacked the folders Mods and Savedata into the Gamefolder afterwards.
I started the game, and it's still not working. By all rights, it should, but it doesn't.

Outlog:
https://drive.google.com/file/d/0B_EzKmIq8cS4dHNaQkJZbjJHTVE/view?usp=sharing

This makes me sad. The modpack looks awesome...

EDIT:
I kinda cheated and just removed the RWAutosell mod folder.
Everything works fine now. So far no problems.
#2
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 03, 2015, 10:52:44 AM
Vanilla was borked as well, so I reinstalled.
I tried again, with little success.

I noticed that I don't have to minimize to get it running, pressing ESC repeatedly was enough.
Still unable to select anything though. I can only switch game speed.
Keyboard shortcuts were mostly functional, some didn't work. I couldn't bring up the Menu with ESC.

Outlog on Google Drive, because now it's to big for standard attachements:
https://drive.google.com/file/d/0B_EzKmIq8cS4b0t5ZnBuLWxGVmM/view?usp=sharing
(It's reaaally long. 4.5 mb)

Thanks for the quick response by the way!  ;D
#3
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 03, 2015, 10:34:01 AM
Sorry, I forgot.  :-\

Here you go!

[attachment deleted due to age]
#4
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 03, 2015, 10:22:47 AM
Soooo, ::)
*sidesteps the drama*
A question on topic:

When I start the game, in accordance with the instructions in the readme, i can create a world and start a colony with no problem.
However, When the actual game starts, it... half-freezes? I can scroll around the map, but nothing moves, and the drop pods don't land. It stays this way unless I minimize the game and the maximise it again. Then everything starts moving, and I can still scroll around, but I can't click anything.

What do?
#5
Great Idea! I've been waiting for something like this to be implemented in vanilla.

However, when running this mod, something weird happens.

The first visitor event has roughly 100 visitors going in and out of the map repeatedly, slowing the game to a crawl. They never stop and coming and going.
This happened only when your running Hospitality and Core. It didn't happen when I ran Core on it's own.

But still, Kudos for this idea!
#6
General Discussion / Re: will she wake up again?
September 02, 2014, 11:15:45 PM
As cruel as it may be, I always sell my cripples into slavery.

I had a colonist whose legs got blown off. By a shortbow. Dunno how that happened, but i digress.

He lay in his bed, unable to do anything, so I designated his bed for prisoners, which caused him to fall out of it. Then someone "captured" him.
Sold him to the next slave trader for around 300 silver.

So at least he financed the colony! Which was destroyed by mechanoid centipedes 2 days later.
Karma I guess.
#8
https://drive.google.com/file/d/0B_EzKmIq8cS4dXdPSTk5QkFkT1U/edit?usp=sharing
Here it is,
BUT

This time it just so happened that the raiding faction was one of the Tribals.

I managed to scramble and build two turrets and a sandbag barrier before they attacked,
and I managed to rout them without much effort.
They didn't have 3 Grenadiers and Charge Rifles after all...

It's the best I can do right now,
I will try to recreate the scenario, maybe I just had some freak sequence of statistical anomalies?
#9
It's Chill Callie Classic.
The "Easy" Cassandra type.
It's not EXACTLY the same every time, sometimes the time intervals are somewhat different.

But the overall pattern remains the same.

Peaceful everything, then 3 Raids over a few days with the third Raid being an overpowering force I cannot defeat with what I have.

I get up to around day 35 to 50 when it usually happens.


I use the following mods:
Wood Tweaks
Target Practice
Shield Generator
#10
The hardest thing are currently enemy raids.

Everythings else rarely happens because I get wiped.

I play on Chill Callie Classic, to get into the groove again after not playing for quite some time, but Miss Storyteller doesn't like me it seems.
I build up a full base, food and power are no prob 8). The first 2 raids are challenging but okay.
The very first one is usually jsut one dude, which 90% of the time I can capture.
Second Raid is usually 2-4 Raiders, mostly Tribals, sometimes Pirates, simple Weaponry. Tough but beatable.
These Raids happen in roughly 2 days time.

The third raid. Oh boy, the third raid.  :-\
In about 12 hours after the second raid, another raid happens.
Pirates, 5-8, modern weaponry and/or loads of explosives. Frags and Molotovs everywhere.
They obliterate my 3 (maybe 4 colonist, if the first Raid gets captured) with ease. I only have pistols and the starting Lee-Enfield to defend myself. Turrets get obliterated by the enemy M24 snipers, and my colonist get set on fire by incendiary launchers. :'(
So yeah. No chance. I keep restarting over and over again, it always happens the same way.


I feel like Grenades and Molotovs shouldn't be an unlimited ammo weapon. Just balancing wise you know.
#11
Ideas / Re: The many-guns problem
November 14, 2013, 04:51:38 AM
Well, how about letting weapons that lie in the dirt exposed to weather and the like just degrade? They already have health. Let them take damage if left lying around outside. More damage if it rains. More advanced weapons take more damage due to sensitive tech.

They degrade until broken and then can just be hauled to a dump, or sweeped up like filth?

(This should also apply to corpses, but i digress)