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Messages - Albion

#31
Unfinished / Re: [1.0] Lets Go Explore!
June 24, 2019, 05:14:29 AM
I made great progress yesterday and mostly finished the ship core startup event.
It is definitely a lategame event and you will face about 40 enemies and 6 mortars. If you manage to kill them you end up with a fully powered ship that is ready to leave the planet or be stripped down for parts.
I'll try to finish up the event today or tomorrow at the latest and make it available to download at this link.

If you got any other great ideas for events or event sites: keep them coming!
I might include them before hitting releast on this mod.
Full release of the mod will probably be in July or August.
#32
Unfinished / Re: [1.0] Lets Go Explore!
June 23, 2019, 06:42:17 AM
I just finished coding the Ambrosia addicted animals event.
Additionally I did some tweaking to the lost city events.

You can get the latest stable version from this link. Just click the download button at the top right corner.
Please give me some feedback on how you enjoy the events and if you think they are fun or (un)balanced.

I will continue working on some more events and plan to release the mod in a month or two.
#33
Unfinished / Re: [1.0] Lets Go Explore!
June 19, 2019, 11:29:05 AM
I love that idea Canute.
It perfectly fits the theme of the mod.

I'll have to check how easily it is doable to create an appropriate map but I'll but that idea on the list of stuff I'll try to implement.
#34
Unfinished / Re: [1.0] Lets Go Explore!
June 18, 2019, 05:37:23 PM
Thank you for your ideas Dinkel.

The expanding outposts idea is interesting but probably better suited for the More Faction Interaction mod by Mehni.
With this mod I want to focus more on events where you got to go out and explore some kind of event location.
I'll keep it in mind though and maybe implement it.

Mod-specific events are an interesting idea but I want to focus on vanilla compatible events.
Not everyone uses these mods and I only got a limited amount of time I can/want to dedicate to modding, so I want to create events every player can use and enjoy.

By the way: I'm in the final stretches of the Ambrosia animals event. I'll probably finish it up in the next few days.
#35
Unfinished / Re: [1.0] Lets Go Explore!
June 10, 2019, 09:40:05 AM
FPS is actually not affected at all.
The bombardment creates some camera shake but appart from that there is no larger impact than with any other event map.

If you like world events, go check out my Sparkling Worlds mod. You can just use the Events stand-alone Addon if you don't like the other features.
I also recommend More Faction Interaction.
Both mods provide quite a few interesting events that spice up the routine.
#36
Unfinished / [1.0] Go Explore!
June 09, 2019, 11:19:08 AM

Go Explore!

After finishing my Sparkling Worlds mod, I decided to create a mod focused on events and exploration.

Content

Lost City
An ancient city got somehow destroyed.
You can travel there and loot resources and items but beware the danger!

There are currently 3 different "Lost Cities":

  • Bombarded city - You can see a screenshot up top. The city is under constant orbital bombardment. Grab your loot before it will be destroyed.
  • Infested city - The city is infested with insect hives. Try to avoid them and grab some loot or exterminate them all.
  • Toxic city - Everything is under a constant toxic rain. The former inhabitant build some shelters to survive and store their stuff. Open them up at your own risk.
All 3 city versions are fully implemented

Ambrosia addicted animals
There is a large ambrosia sprout nearby!
However some animals seem to be hooked on the fruits and will defend them from intruders.
The event is fully implemented

Ship core startup
You detect a neraby energy signature of a ship core that is powering up!
Go investigate. Maybe you can take over the ship or scrap it down for parts.
You'll have to kill the former owners though...
This event is fully implemented

New settlement
A faction expanded and created a settlement in your general area. It works like every other normal settlement.
The event is rather rare so your area doesn't get littered with settlements.
This event is fully implemented

Research request
A non-hostile factions is stuck with a problem and is requesting your best researcher to help them out.
If you send a good researcher you will end up with a boost to your relationship and some research points to a random unfinished research.
This event is fully implemented

Prison camp
A non-hostile factions asks you for help to free some of their prisoners from a camp near you colony.
You have to defeat the hostile defenders and help the prisoners flee. As a reward you get a relationship bonus and some items.
Mehni helped by creating the custom code for the prisoners.
Finishing up development. Will be released with the final release.


Release Date
I plan to officially release the mod next Wednesday (24.07.)
It will be uploaded on both NexusMods and Steam.

You can get in contact with me on Discord (Albion#0905) to give feedback or just have a chat.
I love to get feedback and will respond to everyone.

You can download the latest stable version from this link.
It should be bug free but the events might still need some tweaking in regards to balance.

Credit goes to ChickenPlucker for providing me with the awesome preview!
Additional credit goes to Halno for providing the Storage box texture and to Mehni for helping with the custom duties and lord for the prisoners in the prison camp.

Here is a sample from the bombarded city event site:
#37
I uploaded a new and improved version of the mod, both on Steam and Nexusmods.

Xenohuman spawnrate was reduced so they become more rare.
Fixed various issues. Healer mech serum won't remove the race HeDiffs anymore.
#38
Nice comprehensive overview.
However I'm missing event mods in your suggestions, specifically More faction interaction and Sparkling Worlds.
#39
Yes, I'm aware of the issue and already know of a solution to fix it. Unfortunately I didn't have time yet to actually implement it. I'll try to do so by Sunday.
Sorry for the inconvenience.
#40
And this is why one should always post the solution of a problem.
Future modders with the same issue will always appreciate it  ;)
Glad we were able to help you.
#41
Those benches are from another mod.
Sparkling Worlds items and buildings are all buildable from vanilla materials.
#42
The sirenium effect should disappear after about a day or two. However if further doses are injected the time will be extended.

If it doesn't disappear it might be due to a bug or an unforseen mod interaction.
#43
I get were you're coming from and I would love to implement all the stuff you mention but there are limitations.
With another 3-6 months I might deliver on an even better mod but to be honest, I went with the minimal viable product and hit release.

It's not because I'm lazy or anything but because there is only so much time I wanted to invest into fine-tuning before I release. Time is a precious resource, especially since my wife is pregnant and we're moving because I got a more demanding (and better paying) job.

Basically I had the option to continue on for a decently long time, improving and perfecting the mod or I just crunch through the rest and release what I got. I obviously chose the latter.
There probably won't be many more improvements done by me for the same reason.

I'm happy to help anyone who wants to improve the mod though. So if you want to go through all the backstories and give them tags like wolfmen, designermate, etc. feel free to do so. There is a description in the Alien Race wiki on how to do it. I'll happily include it in the mod.

Long story short:
I don't have as much time as I used to have and even though the proposed changes are interesting, I probably won't have time to implement them.
#44
Glad you guys like the mod.
I'm currently working on a spin-off that lets you convert a normal human into one of those Xenohumans. Stay tuned.
#45
I just uploaded a slightly newer version with some minor fixes and changes:

- The version number was changed to the new system.

- 2 Spelling errors were fixed

- Boomalopes now produce FSX and Neutroglycerin when CE (with Patch) is used

- Neutroglycerin refining was adjusted so refining to neutroamine and chemfuel both require the same amount of neutroglycerin. This means you can more easily prioritise the recipes by adjusting their place in the bills tab.

I uploaded the new versions on both Steam and Nexusmods (links in the first post).

Also check out my new mod Xenohumans!