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RimWorld => Releases => Mods => Outdated => Topic started by: Epyk on February 20, 2015, 03:40:19 AM

Poll
Question: Does Epokalypse feel balanced?
Option 1: Yup! Just the right amount of challenge!
Option 2: It has a few kinks! Translation: Mostly balanced (Please comment the issue)
Option 3: I can't survive the Epokalypse! Translation: Unbalanced (Please comment the issue)
Option 4: I haven't tried the Epokalypse.
Title: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Epyk on February 20, 2015, 03:40:19 AM
(http://i57.tinypic.com/2db8b3l.png)Check out that lens flare!

Epokalypse is a new challenge to test your survival skills in RimWorld. All sorts of apocalyptic creatures ravage the planet, from zombies to giant alien ants! There's only one thing to do and that's build a bunker before you bust before the chaos. How long can you survive?

Download: Epokalypse 1.02b (http://download1322.mediafire.com/encbzvnwnbeg/61bl1mm9auq7r79/Epokalypse+1.02b.zip)
Sendspace mirror if MediaFire isn't working (https://fs08n4.sendspace.com/dl/ffd45637b261b5f301117ef269a88bb4/54ec47060dd6c322/7eq2ip/Epokalypse%201.02b.zip)

How to install:
1. Download Epokalypse.
2. Go to your RimWorlds directory.
3. Open your mods folder then delete all existing mods, if any. Make sure you do not delete "Core" as it is needed for Rimworld to work.
4. Extract all contents from the Epokalypse.zip into your Rimworld mods folder.
5. Open RimWorld and click "mods" and activate all the mods.
6. Click close then restart Rimworld and create a new world and colony.
9. Enjoy!

Mod description, links, and credits:
Click mod name or author name to go to corresponding web page.
Alien Ant Colony (https://ludeon.com/forums/index.php?topic=10587.0) - These alien ants are monsterous! Let's just hope you're not having a picnic. - By soulkata (https://ludeon.com/forums/index.php?action=profile;u=32048)
Battle Stations (https://ludeon.com/forums/index.php?topic=8982.0) - Assign your colonists to specific spots and send them there with a push of a button. - By JuliaEllie (https://ludeon.com/forums/index.php?action=profile;u=11828)
Darkness (https://ludeon.com/forums/index.php?topic=10327.0) - Where there is no light, is the unknown. - By Viceroy (https://ludeon.com/forums/index.php?action=profile;u=3191)
Defend That Colony! (https://ludeon.com/forums/index.php?topic=9492.msg94654#msg94654) - Adds a variety of different ways to stop a zombie! - By elStrages (https://ludeon.com/forums/index.php?action=profile;u=18927)
EdB Interface (https://ludeon.com/forums/?topic=5258.0) - Improves the UI of Rimworld! - By EdB (https://ludeon.com/forums/index.php?action=profile;u=11058)
Epokalypse Experience (https://ludeon.com/forums/index.php?topic=10596.0) - Made specifically for Epokalypse, changes RimWorlds mechanics to fit a more apocalyptic setting. - By Epyk (https://ludeon.com/forums/index.php?action=profile;u=35053)
Events from space (https://ludeon.com/forums/index.php?topic=9851.msg99309#msg99309) - By skullywag (https://ludeon.com/forums/index.php?%3Cbr%20/%3Eaction=profile;u=13346)
Meteorites - The sky is falling!
RazorRain - What could be worse than meteorites?
Glassworks (https://ludeon.com/forums/index.php?topic=3223.0) - Add more variety with windows and glass furniture! - By ITOS (https://ludeon.com/forums/index.php?action=profile;u=4591)
Horrors (https://ludeon.com/forums/index.php?topic=10326.0) - Vile creatures that feast upon all that moves! - By Viceroy (https://ludeon.com/forums/index.php?action=profile;u=3191)
Log Walls (https://ludeon.com/forums/index.php?topic=8494.0) - Log walls from alpha 4 are back! - By ItchyFlea (https://ludeon.com/forums/index.php?action=profile;u=959)
More Blasting Charges (https://ludeon.com/forums/index.php?topic=6011.msg58236#msg58236) - Great way to make zombie guts fly in all directions. - By skullywag (https://ludeon.com/forums/index.php?action=profile;u=13346)
More Vanilla Turrets (https://ludeon.com/forums/index.php?topic=9521.0) - More firepower to help you survive a little longer. - By Marnador (https://ludeon.com/forums/index.php?action=profile;u=36313)
Pawn State Icons (https://ludeon.com/forums/index.php?topic=9163.0) - Shows if your colonist is bleeding out! (Status icons) - By Sadler (https://ludeon.com/forums/index.php?action=profile;u=35474)
EdB Prepare Carefully (https://ludeon.com/forums/index.php?topic=6261.0) - Set up who and what you want your colonists to be and start with! - By EdB (https://ludeon.com/forums/index.php?action=profile;u=11058)
Target Practise (https://ludeon.com/forums/index.php?topic=2158.0) - What else to do but hone your combat skills while stuck in a bunker all day? - By ItchyFlea (https://ludeon.com/forums/index.php?action=profile;u=959)
The Inspection - Floor Spikes (https://ludeon.com/forums/index.php?topic=7222.msg72790#msg72790) - Nothing's better than seeing a spike fly up a zombies achilles tendon! - By JuliaEllie (https://ludeon.com/forums/index.php?action=profile;u=11828)
RimEffect (https://ludeon.com/forums/index.php?topic=9280.msg92111#msg92111) - Adds Mass Effect style weapontry! - By Latta (https://ludeon.com/forums/index.php?action=profile;u=35458)
Rimfire (https://ludeon.com/forums/index.php?topic=9536.0) - Nothing is better than picking up a new gun from a fresh corpse. - By Alistaire (https://ludeon.com/forums/index.php?action=profile;u=36837)
RimWorld Zombie Apocalypse (https://ludeon.com/forums/index.php?topic=3635.0) - What's an apocalypse without zombies? - By Justic C (https://ludeon.com/forums/index.php?action=profile;u=5950)
RTG's (https://ludeon.com/forums/index.php?topic=8338.0) - A bunker surrounded by weapons and traps needs more power sources! - By ItchyFlea (https://ludeon.com/forums/index.php?action=profile;u=959)

To compete in the leader board, you need to post full screen picture proof of when you first land and when all your colonists perish. Stricter proof will be required if current system is abused.
Example: Start (http://oi59.tinypic.com/2mriiyp.jpg) and End. (http://oi61.tinypic.com/20pvr0z.jpg) Lasted April 1, 5500 - April 1 5500.

Top Survivors
Post proof of your survival achievement and make it to the top of the leaderboard!
1. Tasher
March 1, 5500 - August 7, 5500
5 months and 7 days
2. Tasher
Jan 1, 5500 - Mar 5, 5500
4 months and 6 days
3. Novellum
Jan 1, 5500 - Mar 5, 5500
3 months and 5 days
4. Moonshard
January 1, 5500 - February 2, 5500
1 month and 2 days
5. Epyk
April 1, 5500 - April 1, 5500
Less than a day
6. N/A
7. N/A
8. N/A
9. N/A
10. N/A
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.0 [Test release]
Post by: Epyk on February 20, 2015, 03:40:26 AM
Updates
I will always be updating you guys on everything I change with Epokalypse.
Every mod hotfix/update and every added/removed mod will be posted below.

QuoteUpdate format:
Date, Eppokalypse version
- Changes
Date format is Month.Day.Year
Alphabet letters indicate how many hotfixes/updates have been made. A = 1, B =2, and so on.
The number after the decimal indicates how many mods been added.

2.24.15 Epokalypse 1.02b
- Removed Crash Landing
- RazorRain update
- Slightly decreased crop growth
- Tweaked raid rates

2.22.15 Epokalypse 1.02
- Added EdB Interface

2.21.15 Epokalypse 1.01
- Rempved EdB Prepare Carefully
- Added Crash Landing

2.21.15 Epokalypse 1.00
- Initial release
- Reduced all meat drops
- Reduced crop growth rate
- Various core tweaks

2.20.15 Epokalypse 0.6b
- Added Pawn State Icons
- Added Meteorites - The Revenge
- Epokalypse Experience hotfix
- Reduced cost of spike floors

2.20.15 Epokalypse 0.4
- Added Darkness
- Added More Vanilla Turrets
- Added Rimfire
- Added RTG's

2.19.15 Epokalypse 0.0
- Initial test release


FAQ

None.

Known Issues

  • Hamatchi can cause RimWorld to load slow and/or crash. If you're experiencing these problems and have Hamatchi installed, restart Hamatchi or uninstall it. Please note this is an issue with RimWorld in general, not just the Epokalypse.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.0 [Test release]
Post by: Epyk on February 20, 2015, 03:40:32 AM
Videos:

Coming soon.

Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.0 [Test release]
Post by: Mechanoid Hivemind on February 20, 2015, 05:59:34 AM
I'd love to help you test this out. I am assuming new colony?
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.0 [Test release]
Post by: hentiger on February 20, 2015, 07:21:31 AM
Very interesting... I should play with that
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.0 [Test release]
Post by: Oxidus on February 20, 2015, 09:54:26 AM
Hmm already zombie mod here no one would play this probably.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.0 [Test release]
Post by: Matthiasagreen on February 20, 2015, 10:01:41 AM
Quote from: Oxidus on February 20, 2015, 09:54:26 AM
Hmm already zombie mod here no one would play this probably.

Its not it's own mod. It is a modpack that includes the zombie mod with several others. So yes, people would probably use this.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.0 [Test release]
Post by: Epyk on February 20, 2015, 11:32:09 AM
Now that I've got some sleep, I'll update this mod pack and the post!

Be sure to give me feedback if you played this!
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.4 [Test release - Added mods]
Post by: Epyk on February 20, 2015, 12:44:13 PM
UPDATE!

2.20.15 Epokalypse 0.4
- Added Darkness
- Added More Vanilla Turrets
- Added Rimfire
- Added RTG's
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.4 [Test release - Added mods]
Post by: skullywag on February 20, 2015, 12:45:36 PM
No meteorites? Seems like itd be right at home here. ;)
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.4 [Test release - Added mods]
Post by: Epyk on February 20, 2015, 12:46:38 PM
Quote from: skullywag on February 20, 2015, 12:45:36 PM
No meteorites? Seems like itd be right at home here. ;)

How come this didn't come to mind!?  :o
It'll be added next update!
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.4 [Test release - Added mods]
Post by: Novellum on February 20, 2015, 12:47:50 PM
Any particular mod order?
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.4 [Test release - Added mods]
Post by: skullywag on February 20, 2015, 12:49:45 PM
Ive also got another event based mod in the works (will be a while yet) but itd also be a good fit. Keep an eye out. :)
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.4 [Test release - Added mods]
Post by: Epyk on February 20, 2015, 12:57:07 PM
Quote from: Novellum on February 20, 2015, 12:47:50 PM
Any particular mod order?

As of now, nope.
Enjoy the Epokalypse and I encourage feedback! Thanks!
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.4 [Test release - Added mods]
Post by: Epyk on February 20, 2015, 12:57:35 PM
Quote from: skullywag on February 20, 2015, 12:49:45 PM
Ive also got another event based mod in the works (will be a while yet) but itd also be a good fit. Keep an eye out. :)

I sure will.  :D
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.4 [Test release - Added mods]
Post by: Epyk on February 20, 2015, 01:15:35 PM
Currently, corn is growing way faster than intended.
If you want the Epokalypse experience, don't grow corn.
Until I fix it next update...   :-[
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.4 [Test release - Added mods]
Post by: paragonic on February 20, 2015, 01:20:16 PM
Loving it so far. But with Prepare Carefully, it would make the difference (more fun!). It's slightly harder than I expected. Darkness is a pain in the butt first loading up, but that dies off quickly. the pack needs more power options to play with, and more weapons to obliterate everything in sight. (pls Project Armory A9 update asap o.o) The floor spikes don't really help much, I like enemy pawns screaming in pain for the smallest amount of damage spammed over a period of time. All in all, pretty stable, will report bugs and mod compatability issues if i find any.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.4 [Test release - Added mods]
Post by: MisterLock on February 20, 2015, 01:25:12 PM
Wanna get personal confirmation,are you gonna update the epyk pack separately from this?I honestly followed development of it last alpha but I never did quite get around to playing it because of the clump of mods I introduced before you released the pack(and because your pack didn't have some of the mods I regularly play with),mainly cause of the fear it would break my save.
Also if you do update epyk pack separately will it include JustinC's ZP?
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.4 [Test release - Added mods]
Post by: paragonic on February 20, 2015, 01:26:52 PM
Btw, was leaving out LessIncidentTrolling intentional for the effects?
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.4 [Test release - Added mods]
Post by: Epyk on February 20, 2015, 01:27:42 PM
Quote from: MisterLock on February 20, 2015, 01:25:12 PM
Wanna get personal confirmation,are you gonna update the epik pack separately from this?I honestly followed development of it last alpha but I never did quite get around to playing it because of the clump of mods I introduced before you released the mods(and because your pack didn't have some of the mods I regularly play with),mainly cause of the fear it would break my save.
Also if you do update epik pack separately will it include JustinC's ZP?

Yes, I Epyk Pack and Epokalypse are two seperate mod packs that I will be managing.
JustinC's ZP will not be added to to the Epyk Pack.
Epyk Pack will get an Alpha 9 release when more mods are updated.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.4 [Test release - Added mods]
Post by: Epyk on February 20, 2015, 01:29:15 PM
Quote from: paragonic on February 20, 2015, 01:26:52 PM
Btw, was leaving out LessIncidentTrolling intentional for the effects?

Kind of, yes.
Epokalypse Experience mod however keeps solar flares,conduit short-circuits, etc. at bay.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.4 [Test release - Added mods]
Post by: MrWashingToad on February 20, 2015, 01:30:17 PM
I think you grabbed your Core folder when you got the 0.4 update.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.4 [Test release - Added mods]
Post by: Epyk on February 20, 2015, 01:31:35 PM
Quote from: paragonic on February 20, 2015, 01:20:16 PM
Loving it so far. But with Prepare Carefully, it would make the difference (more fun!). It's slightly harder than I expected. Darkness is a pain in the butt first loading up, but that dies off quickly. the pack needs more power options to play with, and more weapons to obliterate everything in sight. (pls Project Armory A9 update asap o.o) The floor spikes don't really help much, I like enemy pawns screaming in pain for the smallest amount of damage spammed over a period of time. All in all, pretty stable, will report bugs and mod compatability issues if i find any.
Thanks!
I plan to add EbD's mods into Epokalypse when they get a Alpha 9 release. Expect prepare carefully to join the skirmish.
For more power, I've added RTG's to try and balance that out.
I was thinking floor spikes cost a bit too much steel.(100 steel each) What do you think?
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.4 [Test release - Added mods]
Post by: paragonic on February 20, 2015, 01:31:56 PM
Quote from: Tasher on February 20, 2015, 01:30:17 PM
I think you grabbed your Core folder when you got the 0.4 update.
Yeah, i think you did Epyk.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.4 [Test release - Added mods]
Post by: Epyk on February 20, 2015, 01:32:52 PM
Quote from: Tasher on February 20, 2015, 01:30:17 PM
I think you grabbed your Core folder when you got the 0.4 update.
I did, damn.  :-[ :-X

Expect an update within the next hour!
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.4 [Test release - Added mods]
Post by: Novellum on February 20, 2015, 01:56:57 PM
I still have visitors coming to my colony for some reason.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.4 [Test release - Added mods]
Post by: Epyk on February 20, 2015, 02:03:28 PM
Quote from: Novellum on February 20, 2015, 01:56:57 PM
I still have visitors coming to my colony for some reason.

Good thing I looked at the forum before uploading the next update.
I'll look into this now.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.4 [Test release - Added mods]
Post by: Epyk on February 20, 2015, 02:07:35 PM
That's odd. Visitors chance is set to 0.
I've made some changes and hopefully that solves the problem.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.6b [Test release - Mods n' Fixes!]
Post by: Epyk on February 20, 2015, 02:15:00 PM
UPDATE!

2.20.15 Epokalypse 0.6b
- Added Pawn State Icons
- Added Meteorites - The Revenge
- Epokalypse Experience hotfix
- Reduced cost of spike floors
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.4 [Test release - Added mods]
Post by: Novellum on February 20, 2015, 02:33:42 PM
Quote from: Epyk on February 20, 2015, 02:07:35 PM
That's odd. Visitors chance is set to 0.
I've made some changes and hopefully that solves the problem.
It may have been because I was playing on my vanilla A9 world, instead of a new world for modded content.  :-X
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.4 [Test release - Added mods]
Post by: Epyk on February 20, 2015, 02:53:39 PM
Quote from: Novellum on February 20, 2015, 02:33:42 PM
Quote from: Epyk on February 20, 2015, 02:07:35 PM
That's odd. Visitors chance is set to 0.
I've made some changes and hopefully that solves the problem.
It may have been because I was playing on my vanilla A9 world, instead of a new world for modded content.  :-X

Ah well.  ::)
The changes made sure it will never happen ever!  :P
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.6b [Test release - Mods n' Fixes!]
Post by: MrWashingToad on February 20, 2015, 04:03:34 PM
With the darkness mod, we really need a good way (other than the crazy build a lamp, then surround it by 4 walls to make it have a roof, then get rid of the walls) to have durable outdoor lighting. Motion sensing would be cool (w/ an extra cost for auto on/off), but even always on outdoor lighting that doesn't short in the rain/snow would be a huge bonus.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.6b [Test release - Mods n' Fixes!]
Post by: TheSilencedScream on February 20, 2015, 04:18:57 PM
I'm not sure how I feel about no traders.
I don't like mods that allow you to make bionics (I feel they make the game too easy), and traders also help to keep dropped loot in check (I don't like spending days trying to burn/melt hundreds of pieces of unneeded gear).

Everything else, though, seems perfect. :)
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.6b [Test release - Mods n' Fixes!]
Post by: Novellum on February 20, 2015, 04:39:52 PM
I keep getting the wounded survivor event, with nothing ever showing up.
Is that a result of the lack of friendly visitors?

Meteors have it out for me.
(http://i.gyazo.com/afd50507ed77fdd5ccbf5de23f803252.png)
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.6b [Test release - Mods n' Fixes!]
Post by: Epyk on February 20, 2015, 05:25:47 PM
Quote from: TheSilencedScream on February 20, 2015, 04:18:57 PM
I'm not sure how I feel about no traders.
I don't like mods that allow you to make bionics (I feel they make the game too easy), and traders also help to keep dropped loot in check (I don't like spending days trying to burn/melt hundreds of pieces of unneeded gear).

Everything else, though, seems perfect. :)

Although I don't want any friendly civilization encounters, I'm going to bring traders back.
Need to gain wealth and get rid of items somehow. Besides, the traders in Epokalypse have no morals. :P They'll sell to anyone for some a quick buck.

Quote from: Tasher on February 20, 2015, 04:03:34 PM
With the darkness mod, we really need a good way (other than the crazy build a lamp, then surround it by 4 walls to make it have a roof, then get rid of the walls) to have durable outdoor lighting. Motion sensing would be cool (w/ an extra cost for auto on/off), but even always on outdoor lighting that doesn't short in the rain/snow would be a huge bonus.

Been looking into this for awhile and got a couple solutions. Mostly waiting for updates.

Quote from: Novellum on February 20, 2015, 04:39:52 PM
I keep getting the wounded survivor event, with nothing ever showing up.
Is that a result of the lack of friendly visitors?

Meteors have it out for me.
(http://i.gyazo.com/afd50507ed77fdd5ccbf5de23f803252.png)
Because of alpha 9, wounded survivors are treated as a faction that needs to be rescued and because I have other factions disabled they go poof. That event will be removed entirely next update.

Those meteors sure are a pain huh?
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.6b [Test release - Mods n' Fixes!]
Post by: Epyk on February 20, 2015, 05:30:23 PM
Question for users:

How is the Epokalypse challenge wise? Does it feel challenging, do you feel like your surviving? If not I got some changes to do. I encourage feedback!
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.6b [Test release - Mods n' Fixes!]
Post by: Novellum on February 20, 2015, 05:44:25 PM
The constant pirate threat is rough, but now that I'm down to 1 non-violent colonist and about 7 turrets, I seem to be moving very slowly. Can't ever capture new recruits, and the ones I do are usually 99 recruit difficulty. And cassandra seems to have went "Welllll you're hurting really bad, so no more raids until you get more colonists."
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.6b [Test release - Mods n' Fixes!]
Post by: skullywag on February 20, 2015, 05:49:31 PM
Haha loving the squish pics!

Hey Epyk I decided to ramp up my dev time on my new other event mod, RazorRain has been released in the meteorites thread (renamed the thread), give it a go and by all means give feedback, im trying to add more events as I dont feel theres enough currently. Also this is for anyone, if you have ideas for "events from space" let me know in that thread especially if it compliments this modpack.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.6b [Test release - Mods n' Fixes!]
Post by: Epyk on February 20, 2015, 05:51:46 PM
Quote from: Novellum on February 20, 2015, 05:44:25 PM
The constant pirate threat is rough, but now that I'm down to 1 non-violent colonist and about 7 turrets, I seem to be moving very slowly. Can't ever capture new recruits, and the ones I do are usually 99 recruit difficulty. And cassandra seems to have went "Welllll you're hurting really bad, so no more raids until you get more colonists."

Looks like I'll lower pirate raids as that not what I'm looking for.
I'm looking for a medium-high rate of non-human faction raids.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.6b [Test release - Mods n' Fixes!]
Post by: Novellum on February 20, 2015, 05:54:17 PM
Quote from: Epyk on February 20, 2015, 05:51:46 PM
Quote from: Novellum on February 20, 2015, 05:44:25 PM
The constant pirate threat is rough, but now that I'm down to 1 non-violent colonist and about 7 turrets, I seem to be moving very slowly. Can't ever capture new recruits, and the ones I do are usually 99 recruit difficulty. And cassandra seems to have went "Welllll you're hurting really bad, so no more raids until you get more colonists."

Looks like I'll lower pirate raids as that not what I'm looking for.
I'm looking for a medium-high rate of non-human faction raids.
The ants also seem a tad weak, and the ant warriors provide seemingly too much meat, about 100 per ant. It basically turns into a buffet service at my front door.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.6b [Test release - Mods n' Fixes!]
Post by: Epyk on February 20, 2015, 05:54:59 PM
Quote from: skullywag on February 20, 2015, 05:49:31 PM
Haha loving the squish pics!

Hey Epyk I decided to ramp up my dev time on my new other event mod, RazorRain has been released in the meteorites thread (renamed the thread), give it a go and by all means give feedback, im trying to add more events as I dont feel theres enough currently. Also this is for anyone, if you have ideas for "events from space" let me know in that thread especially if it compliments this modpack.

Razorrain you say? Sounds apocalyptic!
I'll give and feedback and ideas that come up.
Thanks skullywag!
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.6b [Test release - Mods n' Fixes!]
Post by: Epyk on February 20, 2015, 05:56:42 PM
Quote from: Novellum on February 20, 2015, 05:54:17 PM
Quote from: Epyk on February 20, 2015, 05:51:46 PM
Quote from: Novellum on February 20, 2015, 05:44:25 PM
The constant pirate threat is rough, but now that I'm down to 1 non-violent colonist and about 7 turrets, I seem to be moving very slowly. Can't ever capture new recruits, and the ones I do are usually 99 recruit difficulty. And cassandra seems to have went "Welllll you're hurting really bad, so no more raids until you get more colonists."

Looks like I'll lower pirate raids as that not what I'm looking for.
I'm looking for a medium-high rate of non-human faction raids.
The ants also seem a tad weak, and the ant warriors provide seemingly too much meat, about 100 per ant. It basically turns into a buffet service at my front door.
I'll have to give all meat drops a tweak. Things need to be scarce.
As for ants, I'll give some work. Also, how often do they raid? Are you getting attacks from zombies yet? How about mechanoids?
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.6b [Test release - Mods n' Fixes!]
Post by: Novellum on February 20, 2015, 06:03:21 PM
Quote from: Epyk on February 20, 2015, 05:56:42 PM
Quote from: Novellum on February 20, 2015, 05:54:17 PM
Quote from: Epyk on February 20, 2015, 05:51:46 PM
Quote from: Novellum on February 20, 2015, 05:44:25 PM
The constant pirate threat is rough, but now that I'm down to 1 non-violent colonist and about 7 turrets, I seem to be moving very slowly. Can't ever capture new recruits, and the ones I do are usually 99 recruit difficulty. And cassandra seems to have went "Welllll you're hurting really bad, so no more raids until you get more colonists."

Looks like I'll lower pirate raids as that not what I'm looking for.
I'm looking for a medium-high rate of non-human faction raids.
The ants also seem a tad weak, and the ant warriors provide seemingly too much meat, about 100 per ant. It basically turns into a buffet service at my front door.
I'll have to give all meat drops a tweak. Things need to be scarce.
As for ants, I'll give some work. Also, how often do they raid? Are you getting attacks from zombies yet? How about mechanoids?
Over the course of 102 days I've gotten: 7 pirates, 7 ants, 4 zombies(1 small, 2 medium, 1 large), and 0 mechs. The first zombie raid was about 30 days in and they seemed space decently apart considering half of the total raid population is just wandering the map, which is... pretty scary.

But I've only ever lost colonists to pirates so far. And that one meteor that literally landed on top of one.

Meteors pls http://gyazo.com/8e88646d8047ac082ee827f703e11f57
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.6b [Test release - Mods n' Fixes!]
Post by: TheSilencedScream on February 20, 2015, 07:19:35 PM
Quote from: Novellum on February 20, 2015, 06:03:21 PM
Meteors pls http://gyazo.com/8e88646d8047ac082ee827f703e11f57

Goodness gracious, great balls of fire...
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.6b [Test release - Mods n' Fixes!]
Post by: Epyk on February 20, 2015, 07:52:27 PM
Well, meteors will need some touching up.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.6b [Test release - Mods n' Fixes!]
Post by: Novellum on February 20, 2015, 08:53:47 PM
Welp, colony was wiped once a meteor struck my RTG powerplant and plunged my base into darkness. While trying to rebuild, had a zombie attack.  ;D
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.6b [Test release - Mods n' Fixes!]
Post by: Epyk on February 20, 2015, 09:42:00 PM
Quote from: Novellum on February 20, 2015, 08:53:47 PM
Welp, colony was wiped once a meteor struck my RTG powerplant and plunged my base into darkness. While trying to rebuild, had a zombie attack.  ;D
Well then.
Can you give me a review of your Epokalypse experience?
You've helped a ton so far, but your input by putting yourself through the current mess that is the Epokalypse would help even more.  :-X
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.6b [Test release - Mods n' Fixes!]
Post by: Novellum on February 20, 2015, 10:11:25 PM
It was pretty fun, I do still think the meteor showers were so annoying to deal with after the event would end, because the amount of fire on screen would just cripple my pc. The lack of traders basically left me just mining out a huge section of mountain so I could haul everything to stockpiles in between raids, but that's going to be fixed soon. Towards the end, my set-up of two vulcans gave me an endless supply of meat after some ant swarms spawned with several ant queens, maybe finding a way to stop the queens from giving birth after awhile.

I think you could probably get away with dropping the pirate faction count to 2, that way it has a higher chance to spawn ants, zombies, or mechs. In fact, I never saw mechs at all while I was alive.

I don't have any complaints weapon wise, all the guns seems to be in a good place(although snipers are a bit of a specialty case, only used them to snipe pirates trying to snipe my turrets), would like a way to maybe craft our own bionics to replace limbs that are either lost in combat or manually cut off to avoid infections(but this is probably a lesser concern once traders are back). The vulcan may be a bit too cheap in this situation, but it's possible my results are different because I found a massive steel vein near my base entrance. And the RTGs are pretty good too.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.6b [Test release - Mods n' Fixes!]
Post by: Epyk on February 21, 2015, 11:00:36 AM
Couple more hours of testing and a new update will be released.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 0.6b [Test release - Mods n' Fixes!]
Post by: skullywag on February 21, 2015, 11:05:28 AM
Im debating doing something about the fire, single metorites arent so bad, but the mass fall is a killer, rain is supposed to obviously kick in after too much fire is on the map but it seems to take an age with fire produced from this mod. Ill look into it.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.00 [How long can you survive?]
Post by: Epyk on February 21, 2015, 03:15:51 PM
UPDATE!

2.21.15 Epokalypse 1.00
- Initial release
- Reduced all meat drops
- Reduced crop growth rate
- Various core tweaks
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.00 [How long can you survive?]
Post by: Epyk on February 21, 2015, 03:37:08 PM
A top 10 survivor board is now up! Be the longest survivor and take the #1 spot!
To compete, you need to give me full screen picture proof of your starting and ending year through the Epokalypse.
Happy surviving!
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.00 [Leaderboard! How long can you survive?]
Post by: Novellum on February 21, 2015, 04:44:55 PM
I'll be the first to participate I suppose!


http://gyazo.com/f2584a2ad4ef1dc1ebd7dce5c6620dcb
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.00 [Leaderboard! How long can you survive?]
Post by: Epyk on February 21, 2015, 04:55:11 PM
Quote from: Novellum on February 21, 2015, 04:44:55 PM
I'll be the first to participate I suppose!


http://gyazo.com/f2584a2ad4ef1dc1ebd7dce5c6620dcb

So you're colonists perished in 2minutes and 19seconds?
I may need to specify, but I'm looking for a full screen picture of when your colonists first land and when they all kick the bucket. Two pictures total.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.00 [Leaderboard! How long can you survive?]
Post by: Novellum on February 21, 2015, 05:05:03 PM
Quote from: Epyk on February 21, 2015, 04:55:11 PM
Quote from: Novellum on February 21, 2015, 04:44:55 PM
I'll be the first to participate I suppose!


http://gyazo.com/f2584a2ad4ef1dc1ebd7dce5c6620dcb

So you're colonists perished in 2minutes and 19seconds?
I may need to specify, but I'm looking for a full screen picture of when your colonists first land and when they all kick the bucket. Two pictures total.
Oh sorry, that was just the stats screen when I first landed. Noone has died yet, I have another picture though of them just landing. I'll post the start and end together next time.  ;D
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.00 [Leaderboard! How long can you survive?]
Post by: Epyk on February 21, 2015, 05:19:15 PM
Quote from: Novellum on February 21, 2015, 05:05:03 PM
Quote from: Epyk on February 21, 2015, 04:55:11 PM
Quote from: Novellum on February 21, 2015, 04:44:55 PM
I'll be the first to participate I suppose!


http://gyazo.com/f2584a2ad4ef1dc1ebd7dce5c6620dcb

So you're colonists perished in 2minutes and 19seconds?
I may need to specify, but I'm looking for a full screen picture of when your colonists first land and when they all kick the bucket. Two pictures total.
Oh sorry, that was just the stats screen when I first landed. Noone has died yet, I have another picture though of them just landing. I'll post the start and end together next time.  ;D

I'll be waiting for them. I added an example to the original post on how to participate in the leaderboard.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.00 [Leaderboard! How long can you survive?]
Post by: Novellum on February 21, 2015, 06:09:16 PM
Well this colony was short-lived...

Start (http://i.gyazo.com/a8f7d7e4ff35559fd7f7fe3ed14229b4.png) and End. (http://i.gyazo.com/8c6c4a2c314e734f803239bda2e97a68.png)

R.I.P the town of Salvation: Jan 1, 5500 - Mar 5, 5500
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.00 [Leaderboard! How long can you survive?]
Post by: RickyMartini on February 21, 2015, 06:13:22 PM
Hi Epyk, would it help for your mod development if I played it and posted a gameplay of it on video?
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.00 [Leaderboard! How long can you survive?]
Post by: Epyk on February 21, 2015, 06:53:10 PM
Quote from: Novellum on February 21, 2015, 06:09:16 PM
Well this colony was short-lived...

Start (http://i.gyazo.com/a8f7d7e4ff35559fd7f7fe3ed14229b4.png) and End. (http://i.gyazo.com/8c6c4a2c314e734f803239bda2e97a68.png)

R.I.P the town of Salvation: Jan 1, 5500 - Mar 5, 5500

Story?

Quote from: Skissor on February 21, 2015, 06:13:22 PM
Hi Epyk, would it help for your mod development if I played it and posted a gameplay of it on video?
Any problem and/or suggestions for balance can be post here.
If you have a RimWorld series/video using my modpack I'd be happy to post it under the videos section if you ask.

At Epokalypse's current stage right now, I'd love to see how users progress and if they run into any issues or if I see something I'd like to change.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.00 [Leaderboard! How long can you survive?]
Post by: Novellum on February 21, 2015, 06:58:12 PM
Quote from: Epyk on February 21, 2015, 06:53:10 PM
Quote from: Novellum on February 21, 2015, 06:09:16 PM
Well this colony was short-lived...

Start (http://i.gyazo.com/a8f7d7e4ff35559fd7f7fe3ed14229b4.png) and End. (http://i.gyazo.com/8c6c4a2c314e734f803239bda2e97a68.png)

R.I.P the town of Salvation: Jan 1, 5500 - Mar 5, 5500

Story?

I ordered my colonists to destruct the initial door so I could move it further up in my defensive line, but never ordered a new door to be constructed. So a zombie just walked in and bit two of my colonists before I noticed. Then the last died when he went to haul the dead colonists away and they zombified and bit him as well.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.00 [Leaderboard! How long can you survive?]
Post by: MrWashingToad on February 21, 2015, 07:13:18 PM
Was thinking something along the lines of this for the outdoor lights. Definite requirement for research - way too powerful standalone, but along the lines of colored lights. Maybe v1 research ~300 - 500 for some little one that has only 1/4 the chance of sparking up. v2 would be a bigger range and no chance of blowing up, would allow a "brightly lit" area in a focused V-shaped cone area (can it be focused beam instead of the grid like a grow lamp?) up to call it 4-5 spaces out.

[attachment deleted due to age]
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.00 [Leaderboard! How long can you survive?]
Post by: TheSilencedScream on February 21, 2015, 07:26:04 PM
I like the idea of leaderboards, but with Prepare Carefully, it's possible to make the startup incredibly simple. No qualms with PC (I love the mod), just saying it might skew your leaderboards if everyone has maxed skills.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.00 [Leaderboard! How long can you survive?]
Post by: elStrages on February 21, 2015, 07:28:42 PM
Just played a load of this, its awesome haha, glad my mods in it too :D
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.00 [Leaderboard! How long can you survive?]
Post by: Epyk on February 21, 2015, 07:58:06 PM
Quote from: TheSilencedScream on February 21, 2015, 07:26:04 PM
I like the idea of leaderboards, but with Prepare Carefully, it's possible to make the startup incredibly simple. No qualms with PC (I love the mod), just saying it might skew your leaderboards if everyone has maxed skills.

I let the "can't play with out this mod" get the best of me and soon realized that EdB prepare carefully jeopardizes the challenge I'm looking for in Epokalypse.
It will be removed next update.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.00 [Leaderboard! How long can you survive?]
Post by: Epyk on February 21, 2015, 07:58:57 PM
Quote from: elStrages on February 21, 2015, 07:28:42 PM
Just played a load of this, its awesome haha, glad my mods in it too :D

Glad you enjoy it man!

Nothing says apocalypse like trenches, barbed wire, and moats. :P
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.00 [Leaderboard! How long can you survive?]
Post by: Novellum on February 21, 2015, 08:17:50 PM
Guess I should try again, and this time close my base off from zombies.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.01 [Added Crash Landing!]
Post by: Epyk on February 21, 2015, 08:21:00 PM
UPDATE!

2.21.15 Epokalypse 1.01
- Rempved EdB Prepare Carefully
- Added Crash Landing
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.01 [Added Crash Landing!]
Post by: Novellum on February 21, 2015, 09:40:45 PM
Oh god no.
http://gyazo.com/0e2e52ba3354f6320fbe2f3ba8a9fcfd

All of those are ship parts crashing to the ground.

It's doing like, 20 events each second in the log.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.00 [Leaderboard! How long can you survive?]
Post by: TheSilencedScream on February 21, 2015, 09:44:37 PM
Quote from: Epyk on February 21, 2015, 07:58:06 PM
Quote from: TheSilencedScream on February 21, 2015, 07:26:04 PM
I like the idea of leaderboards, but with Prepare Carefully, it's possible to make the startup incredibly simple. No qualms with PC (I love the mod), just saying it might skew your leaderboards if everyone has maxed skills.

I let the "can't play with out this mod" get the best of me and soon realized that EdB prepare carefully makes the challenge I'm looking for in Epokalypse.
It will be removed next update.

Oh, no - I understand. I honestly CAN'T play without it. EdB's got a fantastic selection.
I just wanted to help keep the leaderboards more competitive. I doubt I'll attempt them, but I'd love to see how well others have done. :)

Gonna download the mod pack here in a little bit and give it all a whirl!
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.01 [Added Crash Landing!]
Post by: SeamusCameron on February 21, 2015, 09:45:26 PM
What's the reccomended storyteller/difficulty for the leaderboard challenge? Also had an odd bug on my last game but it went pretty far, btw are 200+ terrorworm attacks a thing that's supposed to happen? I survived it, but I had enough time for one colonist to get ripped to shreds with 40+ bites, be treated, recover, and come back to fight the worms again with a cyber pistol. All while I took turns kiting them with a survival rifle. It was intense. Took a couple of very dark, tense, horror filled nights. Then my overview screen broke and I couldn't assign jobs to my colonists anymore :(
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.01 [Added Crash Landing!]
Post by: MrWashingToad on February 21, 2015, 09:46:56 PM
No EdB used, just a few rerolls till I found some that would work.. for a while..

Need to look at the terrors raids - they decided to stick around *forever* (see screenshots).
https://www.dropbox.com/s/22w58eqco9br3lj/screenshot2.png?dl=0  <-- Colony start
https://www.dropbox.com/s/tdgdm80cvwwps73/screenshot3.png?dl=0  <-- Colony dead
https://www.dropbox.com/s/k0bfsbntkzqvsqj/screenshot4.png?dl=0  <-- Day 62.89
https://www.dropbox.com/s/juaiupg1clajhuw/screenshot5.png?dl=0 <-- Just shows Day 62.89 event as "Group of Horrors" (about 50 worms and 15 Visceral).
https://www.dropbox.com/s/liehgx5yqd769bs/screenshot6.png?dl=0 <-- Day 66.89 colony ended - after 2 more attacks - zombies and pirates on top of each other.

Edit: Storyteller - Casandra Classic - Challenge difficulty (100%)
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.01 [Added Crash Landing!]
Post by: Novellum on February 21, 2015, 09:50:34 PM
Quote from: SeamusCameron on February 21, 2015, 09:45:26 PM
What's the reccomended storyteller/difficulty for the leaderboard challenge? Also had an odd bug on my last game but it went pretty far, btw are 200+ terrorworm attacks a thing that's supposed to happen? I survived it, but I had enough time for one colonist to get ripped to shreds with 40+ bites, be treated, recover, and come back to fight the worms again with a cyber pistol. All while I took turns kiting them with a survival rifle. It was intense. Took a couple of very dark, tense, horror filled nights. Then my overview screen broke and I couldn't assign jobs to my colonists anymore :(

I think as a basis, everyone doing leaderboards should probably be on Cassandra - Challenge(100%).
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.00 [Leaderboard! How long can you survive?]
Post by: dunka on February 21, 2015, 09:52:48 PM
Anything needed to get the zombies rolling? I've had 48 days with only a minor raider attack. Set to challenging.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.01 [Added Crash Landing!]
Post by: SeamusCameron on February 21, 2015, 09:53:49 PM
Quote from: Novellum on February 21, 2015, 09:50:34 PM
Quote from: SeamusCameron on February 21, 2015, 09:45:26 PM
What's the reccomended storyteller/difficulty for the leaderboard challenge? Also had an odd bug on my last game but it went pretty far, btw are 200+ terrorworm attacks a thing that's supposed to happen? I survived it, but I had enough time for one colonist to get ripped to shreds with 40+ bites, be treated, recover, and come back to fight the worms again with a cyber pistol. All while I took turns kiting them with a survival rifle. It was intense. Took a couple of very dark, tense, horror filled nights. Then my overview screen broke and I couldn't assign jobs to my colonists anymore :(

I think as a basis, everyone doing leaderboards should probably be on Cassandra - Challenge(100%).

I guess I'll have to break my Randy Random addiction than...

Come to think of it, Randy may have been why I had those 200+ Terrorworms attack me in the first 2 months.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.01 [Added Crash Landing!]
Post by: Epyk on February 21, 2015, 10:48:01 PM
Quote from: Novellum on February 21, 2015, 09:40:45 PM
Oh god no.
http://gyazo.com/0e2e52ba3354f6320fbe2f3ba8a9fcfd

All of those are ship parts crashing to the ground.

It's doing like, 20 events each second in the log.

That's crash landing for yah!  :D
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.00 [Leaderboard! How long can you survive?]
Post by: Epyk on February 21, 2015, 10:50:10 PM
Quote from: TheSilencedScream on February 21, 2015, 09:44:37 PM
Quote from: Epyk on February 21, 2015, 07:58:06 PM
Quote from: TheSilencedScream on February 21, 2015, 07:26:04 PM
I like the idea of leaderboards, but with Prepare Carefully, it's possible to make the startup incredibly simple. No qualms with PC (I love the mod), just saying it might skew your leaderboards if everyone has maxed skills.

I let the "can't play with out this mod" get the best of me and soon realized that EdB prepare carefully makes the challenge I'm looking for in Epokalypse.
It will be removed next update.

Oh, no - I understand. I honestly CAN'T play without it. EdB's got a fantastic selection.
I just wanted to help keep the leaderboards more competitive. I doubt I'll attempt them, but I'd love to see how well others have done. :)

Gonna download the mod pack here in a little bit and give it all a whirl!

I just re-read that EdB "makes" the challenge I'm looking for. Why did I type that? Must be sleepy...

Meant to say it jeopardizes the challenge I'm looking for in the Epokalypse.  :-[
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.01 [Added Crash Landing!]
Post by: Novellum on February 21, 2015, 10:52:09 PM
Quote from: Epyk on February 21, 2015, 10:48:01 PM
Quote from: Novellum on February 21, 2015, 09:40:45 PM
Oh god no.
http://gyazo.com/0e2e52ba3354f6320fbe2f3ba8a9fcfd

All of those are ship parts crashing to the ground.

It's doing like, 20 events each second in the log.

That's crash landing for yah!  :D
It eventually crashed rimworld because it didn't stop spamming the parts, if it happens again I'll let you know.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.01 [Added Crash Landing!]
Post by: Epyk on February 21, 2015, 10:53:11 PM
Quote from: SeamusCameron on February 21, 2015, 09:45:26 PM
What's the reccomended storyteller/difficulty for the leaderboard challenge? Also had an odd bug on my last game but it went pretty far, btw are 200+ terrorworm attacks a thing that's supposed to happen? I survived it, but I had enough time for one colonist to get ripped to shreds with 40+ bites, be treated, recover, and come back to fight the worms again with a cyber pistol. All while I took turns kiting them with a survival rifle. It was intense. Took a couple of very dark, tense, horror filled nights. Then my overview screen broke and I couldn't assign jobs to my colonists anymore :(

I don't mind what storyteller difficulty is used.
As for the Horrors horrific numbers, I'll reduce them come next update.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.01 [Added Crash Landing!]
Post by: Epyk on February 21, 2015, 10:54:24 PM
Quote from: Novellum on February 21, 2015, 10:52:09 PM
Quote from: Epyk on February 21, 2015, 10:48:01 PM
Quote from: Novellum on February 21, 2015, 09:40:45 PM
Oh god no.
http://gyazo.com/0e2e52ba3354f6320fbe2f3ba8a9fcfd

All of those are ship parts crashing to the ground.

It's doing like, 20 events each second in the log.

That's crash landing for yah!  :D
It eventually crashed rimworld because it didn't stop spamming the parts, if it happens again I'll let you know.

It shouldn't crash endlessly.  :o
Please do let me know if this continues. The crash landing event does go on for quite some time however.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.00 [Leaderboard! How long can you survive?]
Post by: Epyk on February 21, 2015, 10:55:48 PM
Quote from: dunka on February 21, 2015, 09:52:48 PM
Anything needed to get the zombies rolling? I've had 48 days with only a minor raider attack. Set to challenging.

You have a couple weeks to set up base before zombies start attacking, later on they start raiding more and in bigger numbers.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.01 [Added Crash Landing!]
Post by: Epyk on February 21, 2015, 10:58:45 PM
Quote from: SeamusCameron on February 21, 2015, 09:53:49 PM
Quote from: Novellum on February 21, 2015, 09:50:34 PM
Quote from: SeamusCameron on February 21, 2015, 09:45:26 PM
What's the reccomended storyteller/difficulty for the leaderboard challenge? Also had an odd bug on my last game but it went pretty far, btw are 200+ terrorworm attacks a thing that's supposed to happen? I survived it, but I had enough time for one colonist to get ripped to shreds with 40+ bites, be treated, recover, and come back to fight the worms again with a cyber pistol. All while I took turns kiting them with a survival rifle. It was intense. Took a couple of very dark, tense, horror filled nights. Then my overview screen broke and I couldn't assign jobs to my colonists anymore :(

I think as a basis, everyone doing leaderboards should probably be on Cassandra - Challenge(100%).

I guess I'll have to break my Randy Random addiction than...

Come to think of it, Randy may have been why I had those 200+ Terrorworms attack me in the first 2 months.

Storyteller does have a lot to do with spawn rates yes, but Horrors spawn-weight in raids is really high!
I've already reduced it by more than 75%!

I know I want challenge but, that's a lot of entities on screen!
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.01 [Added Crash Landing!]
Post by: Novellum on February 21, 2015, 10:59:46 PM
Quote from: Epyk on February 21, 2015, 10:54:24 PM
Quote from: Novellum on February 21, 2015, 10:52:09 PM
Quote from: Epyk on February 21, 2015, 10:48:01 PM
Quote from: Novellum on February 21, 2015, 09:40:45 PM
Oh god no.
http://gyazo.com/0e2e52ba3354f6320fbe2f3ba8a9fcfd

All of those are ship parts crashing to the ground.

It's doing like, 20 events each second in the log.

That's crash landing for yah!  :D
It eventually crashed rimworld because it didn't stop spamming the parts, if it happens again I'll let you know.

It shouldn't crash endlessly.  :o
Please do let me know if this continues. The crash landing event does go on for quite some time however.
It definitely wasn't the normal event.
http://gfycat.com/BelatedConstantFly

My screencap software hates the debug menu for some reason, but that's what was happening behind the scenes.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.01 [Added Crash Landing!]
Post by: SeamusCameron on February 21, 2015, 11:57:31 PM
Quote from: Epyk on February 21, 2015, 10:58:45 PM
Quote from: SeamusCameron on February 21, 2015, 09:53:49 PM
Quote from: Novellum on February 21, 2015, 09:50:34 PM
Quote from: SeamusCameron on February 21, 2015, 09:45:26 PM
What's the reccomended storyteller/difficulty for the leaderboard challenge? Also had an odd bug on my last game but it went pretty far, btw are 200+ terrorworm attacks a thing that's supposed to happen? I survived it, but I had enough time for one colonist to get ripped to shreds with 40+ bites, be treated, recover, and come back to fight the worms again with a cyber pistol. All while I took turns kiting them with a survival rifle. It was intense. Took a couple of very dark, tense, horror filled nights. Then my overview screen broke and I couldn't assign jobs to my colonists anymore :(

I think as a basis, everyone doing leaderboards should probably be on Cassandra - Challenge(100%).

I guess I'll have to break my Randy Random addiction than...

Come to think of it, Randy may have been why I had those 200+ Terrorworms attack me in the first 2 months.

Storyteller does have a lot to do with spawn rates yes, but Horrors spawn-weight in raids is really high!
I've already reduced it by more than 75%!

I know I want challenge but, that's a lot of entities on screen!

I should mention that the 200+ Terrorworm attack also happened on 0.6b on RR/Challenge. If you already altered the spawn rates for 1.01 than it's probably already fixed.

Those horrors make a really nasty screeching noise when they're stacked 50 to a tile though XD
That fight is going to be an oddly fond memory for a while.
And the poor colonist that got mauled by 40 of them within a second. Can't believe he survived that... and still had all his limbs... and blood!
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.01 [Added Crash Landing!]
Post by: Epyk on February 22, 2015, 02:11:09 AM
Updated the leaderboard.

Moonshard - Start (https://www.flickr.com/photos/129317572@N04/16608808215/in/photostream/) and End (https://www.flickr.com/photos/129317572@N04/16608808605/in/photostream/)
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.01 [Added Crash Landing!]
Post by: Novellum on February 22, 2015, 02:30:38 AM
Noooo, my number 1 spot! (I can't get past three months now because of stupid mistakes)
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.01 [Added Crash Landing!]
Post by: SeamusCameron on February 22, 2015, 05:34:39 AM
I'm a little iffy on these new crop cycles. From a realism perspective it's probably too fast a growth cycle to make sense, but from a supply/demand perspective well, let's just say the desert isn't the best place to go for crops.
(Didn't help that much for controlling fire spread during the crash landing event either)

Had about 4 people actually starve on me waiting for strawberries to grow. And right before the crops were ready for harvest they got blighted. Most of the food income is from killing camels and iguanas and shoving them in a nutrient paste dispenser.

Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.01 [Added Crash Landing!]
Post by: Pathing on February 22, 2015, 06:09:21 AM
The leaderboard & event are very good idea but how can you ensure that players will die sooner or later? what if ones can survive forever...
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.01 [Added Crash Landing!]
Post by: Epyk on February 22, 2015, 11:59:16 AM
Quote from: SeamusCameron on February 22, 2015, 05:34:39 AM
I'm a little iffy on these new crop cycles. From a realism perspective it's probably too fast a growth cycle to make sense, but from a supply/demand perspective well, let's just say the desert isn't the best place to go for crops.
(Didn't help that much for controlling fire spread during the crash landing event either)

Had about 4 people actually starve on me waiting for strawberries to grow. And right before the crops were ready for harvest they got blighted. Most of the food income is from killing camels and iguanas and shoving them in a nutrient paste dispenser.
If you can survive living in the desert during an apocalyptic event for an extended period of time then I'd be impressed!  :P
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.01 [Added Crash Landing!]
Post by: Epyk on February 22, 2015, 11:59:46 AM
Quote from: Pathing on February 22, 2015, 06:09:21 AM
The leaderboard & event are very good idea but how can you ensure that players will die sooner or later? what if ones can survive forever...

Then that master survivor deserves to be at the top of the leaderboard!
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.01 [Added Crash Landing!]
Post by: MrWashingToad on February 22, 2015, 02:06:09 PM
Razor rain did me in. Was hitting inside my base in sections that were under the "overhead mountain" area. I think Cassandra hated me this trip around as well. No darkness attacks, but pirates about 2 dozen times and nearly non-stop zombies and 3 razor rain events that wiped my base each time they hit.
v1.01, Cassandra @ 100%

Start 01 May 5500  https://www.dropbox.com/s/0h5hxklv9eu541o/screenshot7.png?dl=0
End 06 Sep 5500 https://www.dropbox.com/s/09z0z9du8wozm72/screenshot8.png?dl=0
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.01 [Added Crash Landing!]
Post by: Epyk on February 22, 2015, 02:35:51 PM
Quote from: Tasher on February 22, 2015, 02:06:09 PM
Razor rain did me in. Was hitting inside my base in sections that were under the "overhead mountain" area. I think Cassandra hated me this trip around as well. No darkness attacks, but pirates about 2 dozen times and nearly non-stop zombies and 3 razor rain events that wiped my base each time they hit.
v1.01, Cassandra @ 100%

Start 01 May 5500  https://www.dropbox.com/s/0h5hxklv9eu541o/screenshot7.png?dl=0
End 06 Sep 5500 https://www.dropbox.com/s/09z0z9du8wozm72/screenshot8.png?dl=0

Nice run! I'll add it to the leaderboard.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.01 [Added Crash Landing!]
Post by: Novellum on February 22, 2015, 02:54:43 PM
Quote from: Tasher on February 22, 2015, 02:06:09 PM
Razor rain did me in. Was hitting inside my base in sections that were under the "overhead mountain" area. I think Cassandra hated me this trip around as well. No darkness attacks, but pirates about 2 dozen times and nearly non-stop zombies and 3 razor rain events that wiped my base each time they hit.
v1.01, Cassandra @ 100%

Start 01 May 5500  https://www.dropbox.com/s/0h5hxklv9eu541o/screenshot7.png?dl=0
End 06 Sep 5500 https://www.dropbox.com/s/09z0z9du8wozm72/screenshot8.png?dl=0
What exactly does the razor rain do?

Also all these people passing me, I shall reclaim my spot once more
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.01 [Added Crash Landing!]
Post by: Epyk on February 22, 2015, 03:12:33 PM
Quote from: Novellum on February 22, 2015, 02:54:43 PM
Quote from: Tasher on February 22, 2015, 02:06:09 PM
Razor rain did me in. Was hitting inside my base in sections that were under the "overhead mountain" area. I think Cassandra hated me this trip around as well. No darkness attacks, but pirates about 2 dozen times and nearly non-stop zombies and 3 razor rain events that wiped my base each time they hit.
v1.01, Cassandra @ 100%

Start 01 May 5500  https://www.dropbox.com/s/0h5hxklv9eu541o/screenshot7.png?dl=0
End 06 Sep 5500 https://www.dropbox.com/s/09z0z9du8wozm72/screenshot8.png?dl=0
What exactly does the razor rain do?

Also all these people passing me, I shall reclaim my spot once more

RazorRain is a ton of metal debris falling from the sky.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02 [Added EdB Interface!]
Post by: Epyk on February 22, 2015, 03:48:22 PM
UPDATE!

2.22.15 Epokalypse 1.02
- Added EdB Interface
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.01 [Added Crash Landing!]
Post by: Ember on February 22, 2015, 04:13:46 PM
Quote from: Epyk on February 22, 2015, 03:12:33 PM
Quote from: Novellum on February 22, 2015, 02:54:43 PM
Quote from: Tasher on February 22, 2015, 02:06:09 PM
Razor rain did me in. Was hitting inside my base in sections that were under the "overhead mountain" area. I think Cassandra hated me this trip around as well. No darkness attacks, but pirates about 2 dozen times and nearly non-stop zombies and 3 razor rain events that wiped my base each time they hit.
v1.01, Cassandra @ 100%

Start 01 May 5500  https://www.dropbox.com/s/0h5hxklv9eu541o/screenshot7.png?dl=0
End 06 Sep 5500 https://www.dropbox.com/s/09z0z9du8wozm72/screenshot8.png?dl=0
What exactly does the razor rain do?

Also all these people passing me, I shall reclaim my spot once more

RazorRain is a ton of metal debris falling from the sky.

it also likes to penetrate the mountains and land right on top of colonists killing them most of the time
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.01 [Added Crash Landing!]
Post by: dunka on February 22, 2015, 08:14:21 PM
Quote from: Ember on February 22, 2015, 04:13:46 PM
Quote from: Epyk on February 22, 2015, 03:12:33 PM
Quote from: Novellum on February 22, 2015, 02:54:43 PM
Quote from: Tasher on February 22, 2015, 02:06:09 PM
Razor rain did me in. Was hitting inside my base in sections that were under the "overhead mountain" area. I think Cassandra hated me this trip around as well. No darkness attacks, but pirates about 2 dozen times and nearly non-stop zombies and 3 razor rain events that wiped my base each time they hit.
v1.01, Cassandra @ 100%

Start 01 May 5500  https://www.dropbox.com/s/0h5hxklv9eu541o/screenshot7.png?dl=0
End 06 Sep 5500 https://www.dropbox.com/s/09z0z9du8wozm72/screenshot8.png?dl=0
What exactly does the razor rain do?

Also all these people passing me, I shall reclaim my spot once more

RazorRain is a ton of metal debris falling from the sky.

it also likes to penetrate the mountains and land right on top of colonists killing them most of the time

Razor rain is almost too much, it goes on for so long that it hits almost everything on the map.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02 [Added EdB Interface!]
Post by: Epyk on February 22, 2015, 08:39:30 PM
I'll do something about the Razor rain.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02 [Added EdB Interface!]
Post by: Pathing on February 22, 2015, 09:54:32 PM
At the beginning
(http://s23.postimg.org/vdhopgg7r/screenshot8.png) (http://postimg.org/image/vdhopgg7r/)
Day 68 (5 months 8 days) they are still flourish.
that bix square is my kill-box I will redesign it later since there is no trader.
(http://s23.postimg.org/6zjehtj4n/screenshot9.png) (http://postimg.org/image/6zjehtj4n/)
Always on hottest or coldest land with my old buddy 160% Cassandra.
1 colonists was killed but he was really half-dead from start since he got bad back, frail and other old age de-buff.
(http://s11.postimg.org/m20bhgff3/screenshot10.png) (http://postimg.org/image/m20bhgff3/)
Not many blue events here while many red events are good.
(http://s11.postimg.org/43126hp1r/screenshot11.png) (http://postimg.org/image/43126hp1r/)
a proof that my colony isn't dead yet
(http://s11.postimg.org/w1v7xcqof/screenshot12.png) (http://postimg.org/image/w1v7xcqof/)
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02 [Added EdB Interface!]
Post by: Ember on February 22, 2015, 11:22:07 PM
Quote from: Epyk on February 22, 2015, 08:39:30 PM
I'll so something about the Razor rain.

while your at it can you make the steel dropped by the razor rain forbidden by default? ive lost a couple colonists to zombies because i missed forbidding a couple and they ran off to collect them without me noticing
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02 [Added EdB Interface!]
Post by: lughtaj on February 23, 2015, 09:16:05 AM
I had the same crash landing problem that Novella mentioned. A few months into a colony I got a crash landing event, and it just spammed 100's of falling cryptosleep messages, until my game couldn't go anymore. No cryptosleep sections ever fell, but I'm not sure if that's because the game froze before they could, or if it's completely borked.
https://www.dropbox.com/s/hur455ksaq1cajg/CrashLandingError.png?dl=0

Also, I never got any mechanoids, but I did get this error a few times.
https://www.dropbox.com/s/4woxwhbwzbyk23r/MechanoidError.png?dl=0

And finally, I have no fertilizer pumps. I'm not sure if that's how it's supposed to be, for all I know they were taken out in 9, but I don't have access to them at all. I had a nice geothermal vent right by my base, but there was one square of mud where the vent would go, so I never could build it.

Oh, and for those wondering what razor rain is, this is razor rain.
https://www.dropbox.com/s/00erxiwlw92vpsp/razor%20rain.png?dl=0

I was having a pretty good run, probably because I was on rough and not challenge, but I feel like loading an autosave back before the crash bug is kind of cheaty, so I'm just going to start over and make a new attempt at the score board.

This was all version 1.01.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02 [Added EdB Interface!]
Post by: skullywag on February 23, 2015, 01:00:08 PM
New version of razor rain coming tonight. Ive dropped the explosion size down and have set steel it drops to forbidden. Ill let you know when i update.

Also youre on an old version razor rain, i killed fire 2 days ago for the reasons in the image above.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02 [Added EdB Interface!]
Post by: TheSilencedScream on February 23, 2015, 01:57:19 PM
What exactly is changed with the Epokalypse Experience that you added, Epyk?
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02 [Added EdB Interface!]
Post by: Epyk on February 23, 2015, 03:19:21 PM
I'll fixed just about all problems mentioned above come next update.

A word about loading a save before death:
It is cheating. I however can't prove that someone has done this.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02 [Added EdB Interface!]
Post by: Epyk on February 23, 2015, 03:23:11 PM
Quote from: TheSilencedScream on February 23, 2015, 01:57:19 PM
What exactly is changed with the Epokalypse Experience that you added, Epyk?

It changes plants growth rare, chances of appearing traders, chances of raids, events, etc.

All changes to fit a more challenging and apocalyptic setting.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02 [Added EdB Interface!]
Post by: skullywag on February 23, 2015, 03:45:50 PM
updated razor rain, reduced explosion size and drops are now forbidden on impact. :)

dont forget to drop the chance down if its too often, but with these reductions its not as killer.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02 [Added EdB Interface!]
Post by: Dofolo on February 24, 2015, 02:28:22 AM
Gave this a whril yesterday,

But 20 out of 20 games are lost because of ... food ... furthest I got was like 4 days in with 8 folks. All starving and a zombie horde, so I guess that one is over too if I ever decide to start it again.

Because you give so many colonists, and nerf the food growth (I think it is nerfed?) you have to micro manage 2 hunters all the time. Half of that time the map is black ... and then they get sick and even if the med kits did not get burned they are used up quickly with all the wounded.

Only option to play is to kill off any extras coming from space and hope the fires don't wipe out all the food, but then I cannot have two hunters keeping up with food, because there's noone to mine//build defenses etc... I guess I could eat the extra colonists ...

So basically you're busy more with restarting and food management then actually playing, building defenses and fighting hordes of crap trying to kill you.

Or I guess I could be doing it wrong. Playing on Randy / Cassandra at 30 - 60 - 100% variations.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02 [Added EdB Interface!]
Post by: Epyk on February 24, 2015, 03:20:35 AM
Quote from: Dofolo on February 24, 2015, 02:28:22 AM
Gave this a whril yesterday,

But 20 out of 20 games are lost because of ... food ... furthest I got was like 4 days in with 8 folks. All starving and a zombie horde, so I guess that one is over too if I ever decide to start it again.

Because you give so many colonists, and nerf the food growth (I think it is nerfed?) you have to micro manage 2 hunters all the time. Half of that time the map is black ... and then they get sick and even if the med kits did not get burned they are used up quickly with all the wounded.

Only option to play is to kill off any extras coming from space and hope the fires don't wipe out all the food, but then I cannot have two hunters keeping up with food, because there's noone to mine//build defenses etc... I guess I could eat the extra colonists ...

So basically you're busy more with restarting and food management then actually playing, building defenses and fighting hordes of crap trying to kill you.

Or I guess I could be doing it wrong. Playing on Randy / Cassandra at 30 - 60 - 100% variations.
Thanks for your experience!
As for food, are you getting traders?
I increased traders arrival chances above the vanilla game. Buy up their food if you get the chance.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02 [Added EdB Interface!]
Post by: skullywag on February 24, 2015, 03:43:42 AM
Simple go cannibal. LOADS of food.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02 [Added EdB Interface!]
Post by: Dofolo on February 24, 2015, 03:46:24 AM
Quote from: Epyk on February 24, 2015, 03:20:35 AM

Thanks for your experience!
As for food, are you getting traders?
I increased traders arrival chances above the vanilla game. Buy up their food if you get the chance.

All colonists are busy hunting, building, mining, tending the wounded and be generally pissed because of no weapons, no food, no sleeping area, no clothes etc... so I cannot produce materials to trade, or mine silver.

So with what trade goods and what silver am I going to buy it? There's ~500 +/- 250 on the map scattered (sometimes less, I play 300x300 maps) with that many folks it is eaten in days (500 / 2.5 avg. per 'food' > 10 eaten in meals = 20 meals, or worse 500 / 2.5 / 15 = 13 1/3) ; and basically have to eat it raw, making meals requires power + they spoil in ~2 to 3 days.

So that covers 2 days of the ~6 or 7 that stuff needs to grow, and that is playing the rng game on eclipses and the crops killer random event and hope there's no fire from random event X Y Z.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Epyk on February 24, 2015, 04:16:51 AM
UPDATE!

2.24.15 Epokalypse 1.02b
- Removed Crash Landing
- Slightly decreased crop growth
- Tweaked raid rates
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Salfallen on February 24, 2015, 06:41:06 AM
why remove crash landing?

nvm i finaly got it the never ending spam of crypto sleep casket mail
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: lughtaj on February 24, 2015, 09:00:16 AM
Aw, Crash landing was the best part, other than the bug I got a couple times.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Ember on February 24, 2015, 10:24:00 AM
well I'm keeping crash landing in mine for now as my current game is doing well with it,  unless its possible to remove it without causing problems with my current game. as for trading for food, what food? all traders I've gotten never had any food

as for my current game, its doing well... mostly currently having major power issues because there is very little light to turn into power in winter and wind turbines seem practically useless most of the time

heres my base at around the beginning of winter http://i.imgur.com/0uybSdd.png
just look at that outside temperature X3

those batteries were empty about a month after this screenshot


Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Dofolo on February 24, 2015, 10:31:51 AM
Quote from: Ember on February 24, 2015, 10:24:00 AM
well I'm keeping crash landing in mine for now as my current game is doing well with it,  unless its possible to remove it without causing problems with my current game. as for trading for food, what food? all traders I've gotten never had any food

as for my current game, its doing well... mostly currently having major power issues because there is very little light to turn into power in winter and wind turbines seem practically useless most of the time

heres my base at around the beginning of winter http://i.imgur.com/0uybSdd.png
just look at that outside temperature X3

those batteries were empty about a month after this screenshot

What are you powering that cremation thing constantly for? ;)

Downloading latest v9 (was on b) and giving it a new whirl :)
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Ember on February 24, 2015, 12:17:53 PM
Quote from: Dofolo on February 24, 2015, 10:31:51 AM
Quote from: Ember on February 24, 2015, 10:24:00 AM
well I'm keeping crash landing in mine for now as my current game is doing well with it,  unless its possible to remove it without causing problems with my current game. as for trading for food, what food? all traders I've gotten never had any food

as for my current game, its doing well... mostly currently having major power issues because there is very little light to turn into power in winter and wind turbines seem practically useless most of the time

heres my base at around the beginning of winter http://i.imgur.com/0uybSdd.png
just look at that outside temperature X3

those batteries were empty about a month after this screenshot

What are you powering that cremation thing constantly for? ;)

Downloading latest v9 (was on b) and giving it a new whirl :)

with how often zombies come slaughter themselves on my lone makeshift turret, it gets annoying turning it on and off, most ive ever burned was something like 7 in one day, and they came one at a time every couple of hours
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Epyk on February 24, 2015, 02:15:12 PM
Quote from: Salfallen on February 24, 2015, 06:41:06 AM
why remove crash landing?

nvm i finaly got it the never ending spam of crypto sleep casket mail

It's not permanent.
It has a couple issues to get out of the way.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: TheBubs on February 24, 2015, 02:55:18 PM
Just had a fairly successful run. Afraid I didn't take a start Screenshot so may not be valid for the leader board but it was just a default start on Cass 100% sizes on a normal forest map.
My survivor colony - Folly.

http://imgur.com/TEHUcG0 (http://imgur.com/TEHUcG0)

Was doing pretty well. Had a solid reasonably safe base up and running, some small economy based on clothing and art. Lost a few people here and there to direct razor rain hits over time but held it together. Then the razor rain took out my main doctor, set the entire base on fire and left a few other people burned. With no one to care for them some wounds got infected and then a huge horde attacked with a double ant queen attack shortly after. No surviving power lines and some sickly colonists left me in a bind. I managed to fight that off eventually but was left with one poor guy who carried on for another month before having a bunch of pirates drop in and stab him to death with their crappy shivs.. RIP

Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Dofolo on February 24, 2015, 03:21:21 PM
Well, 1st game just ended in getting swarmed by 25+ euhm worms? Should've spaced out the turrets more.

Food is a hit or miss now, almost grown and then got the crops killed random event. At least I don't have to juggle 2 hunters around in the pitch dark now :)

Going for attempt #2
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Epyk on February 24, 2015, 03:28:39 PM
Quote from: TheBubs on February 24, 2015, 02:55:18 PM
Just had a fairly successful run. Afraid I didn't take a start Screenshot so may not be valid for the leader board but it was just a default start on Cass 100% sizes on a normal forest map.
My survivor colony - Folly.

http://imgur.com/TEHUcG0 (http://imgur.com/TEHUcG0)

Was doing pretty well. Had a solid reasonably safe base up and running, some small economy based on clothing and art. Lost a few people here and there to direct razor rain hits over time but held it together. Then the razor rain took out my main doctor, set the entire base on fire and left a few other people burned. With no one to care for them some wounds got infected and then a huge horde attacked with a double ant queen attack shortly after. No surviving power lines and some sickly colonists left me in a bind. I managed to fight that off eventually but was left with one poor guy who carried on for another month before having a bunch of pirates drop in and stab him to death with their crappy shivs.. RIP

Great run!
If you can give me the starting date I can post you up on the leaderboards.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Epyk on February 24, 2015, 03:29:56 PM
Quote from: Dofolo on February 24, 2015, 03:21:21 PM
Well, 1st game just ended in getting swarmed by 25+ euhm worms? Should've spaced out the turrets more.

Food is a hit or miss now, almost grown and then got the crops killed random event. At least I don't have to juggle 2 hunters around in the pitch dark now :)

Going for attempt #2

I try my best I keep Epokalypse challenging without it being downright terrible.
Any more feedback you can give will be much help!
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: hentiger on February 24, 2015, 07:24:47 PM
Your new alpha9 mod package is very very interesting and looks dangerous fun
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Ember on February 24, 2015, 08:35:57 PM
just had my first run in with the horrors

https://www.youtube.com/watch?v=Iuuo6yl4dvA&feature=youtu.be

the other critters were easy, the spitters took a bit of courage and i guess strategy to take out
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Epyk on February 24, 2015, 09:45:17 PM
Quote from: hentiger on February 24, 2015, 07:24:47 PM
Your new alpha9 mod package is very very interesting and looks dangerous fun

It is dangerous and fun!  :D
Give it try!
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Epyk on February 24, 2015, 09:46:22 PM
Quote from: Ember on February 24, 2015, 08:35:57 PM
just had my first run in with the horrors

https://www.youtube.com/watch?v=Iuuo6yl4dvA&feature=youtu.be

the other critters were easy, the spitters took a bit of courage and i guess strategy to take out

That looked like it hurt a lot!
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Devilsgamer666 on February 24, 2015, 10:01:38 PM
if i where to try for a survival challenge is disabling "darkness" allowable for a leader board placing
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Ember on February 24, 2015, 10:07:20 PM
Quote from: Epyk on February 24, 2015, 09:46:22 PM
Quote from: Ember on February 24, 2015, 08:35:57 PM
just had my first run in with the horrors

https://www.youtube.com/watch?v=Iuuo6yl4dvA&feature=youtu.be

the other critters were easy, the spitters took a bit of courage and i guess strategy to take out

That looked like it hurt a lot!

It did half the colonists in that fight got infections, i had nearly 50 med packs before the fight, now i only have 3
i realy hope i can buy more before i need more
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Epyk on February 24, 2015, 10:37:28 PM
Quote from: Devilsgamer666 on February 24, 2015, 10:01:38 PM
if i where to try for a survival challenge is disabling "darkness" allowable for a leader board placing

No.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Ember on February 25, 2015, 12:31:58 AM
well im starting over apparently, interior of my base is around 300C farm burned down, stockpile of animal corpses gone, half my colonists died to the heat in the base no way I'm going to survive with with no food and such...
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Dofolo on February 25, 2015, 02:16:39 AM
Quote from: Epyk on February 24, 2015, 03:29:56 PM
Quote from: Dofolo on February 24, 2015, 03:21:21 PM
Well, 1st game just ended in getting swarmed by 25+ euhm worms? Should've spaced out the turrets more.

Food is a hit or miss now, almost grown and then got the crops killed random event. At least I don't have to juggle 2 hunters around in the pitch dark now :)

Going for attempt #2

I try my best I keep Epokalypse challenging without it being downright terrible.
Any more feedback you can give will be much help!

It feels more playable now; I did add one mod: temperature control. Since a simple cooler cannot make a freezer room anymore ... so ya, balance huh. The horrors random event is kinda OP, but doable. This time they did not get near my turrets since I was prepared mwhahaha.

So so far my three colonist are getting along in game #2, they even have some raw potatoes to munch now. And yea, crop field did get nuked again for 80%, within the first harvest ... yay rng, but with only 3 to feed and it can be managed.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Ember on February 25, 2015, 02:29:34 AM
I also started a new game and like dofolo I also added a mod though this one lets me play on the ice sheet, not even winter yet and ive lost a toe to frostbite
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Salfallen on February 25, 2015, 08:24:45 AM
is razor rain op right now or did i just get unlucky all 8 of my colonists just died in my first razor rain individual  meteors nailed each one inside my mountain base......
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: lughtaj on February 25, 2015, 10:30:43 AM
The horrors are kind of crazy. I got a particularly big horror swarm, and managed to kill everything but the spitters with my colonists and turrets. The spitters hung back, and then after a while came forward and killed all of my turrets, then kind of idled in my base for a while. I tried to kill them, but their spit was too strong, so I hid all of my colonists in my kitchen so I could release them to eat safely, and waited for the spitters to starve. I dunno what they eat, but I'm glad they couldn't find it, whatever it is.  :P

https://www.dropbox.com/s/e04uovzby8kqpw6/spitters.png?dl=0




Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: skullywag on February 25, 2015, 01:41:16 PM
Quote from: Salfallen on February 25, 2015, 08:24:45 AM
is razor rain op right now or did i just get unlucky all 8 of my colonists just died in my first razor rain individual  meteors nailed each one inside my mountain base......

INSIDE your mountain base? shouldnt hit under roofs? did it?
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Nevodark on February 25, 2015, 04:38:17 PM
Quote from: skullywag on February 25, 2015, 01:41:16 PM
Quote from: Salfallen on February 25, 2015, 08:24:45 AM
is razor rain op right now or did i just get unlucky all 8 of my colonists just died in my first razor rain individual  meteors nailed each one inside my mountain base......

INSIDE your mountain base? shouldnt hit under roofs? did it?

Ive had the same thing happen. Its gone right through the roofs inside mountain bases with the "mountain roof" or w.e it is above it.

It also landed inside my freezer and super heated it to 170C lol RIP

The only other real REAL issue with the razor rain is 1 the HUGE ammount of fires it starts and 2 every fucking peice of steel is marked as haulable.

This means your colonists will run ALL OVER THE PLACE! literally across the map to pick up a single. as in x1 peice of steel.

The way the rain spreads it out is so vast you cant even mark it all as forbidden at once either. its pretty horrific and has killed my colony more times then anything else.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: skullywag on February 25, 2015, 04:42:47 PM
you guys are using an old version of the mod, it has NO fire and does not hit through roofs, Epyk updated recently i think, so update your modpack and itll sort itself out.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Epyk on February 25, 2015, 06:28:07 PM
Quote from: Nevodark on February 25, 2015, 04:38:17 PM
Quote from: skullywag on February 25, 2015, 01:41:16 PM
Quote from: Salfallen on February 25, 2015, 08:24:45 AM
is razor rain op right now or did i just get unlucky all 8 of my colonists just died in my first razor rain individual  meteors nailed each one inside my mountain base......

INSIDE your mountain base? shouldnt hit under roofs? did it?

Ive had the same thing happen. Its gone right through the roofs inside mountain bases with the "mountain roof" or w.e it is above it.

It also landed inside my freezer and super heated it to 170C lol RIP

The only other real REAL issue with the razor rain is 1 the HUGE ammount of fires it starts and 2 every fucking peice of steel is marked as haulable.

This means your colonists will run ALL OVER THE PLACE! literally across the map to pick up a single. as in x1 peice of steel.

The way the rain spreads it out is so vast you cant even mark it all as forbidden at once either. its pretty horrific and has killed my colony more times then anything else.

Update.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Ember on February 25, 2015, 06:58:38 PM
take a look at that temperature X3

http://i.imgur.com/N8gPNHU.png
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Pathing on February 25, 2015, 09:10:15 PM
Quote from: Ember on February 25, 2015, 06:58:38 PM
take a look at that temperature X3

http://i.imgur.com/N8gPNHU.png
Which seed and location are your colony on?
I want to try this spot, thanks.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Ember on February 25, 2015, 09:18:00 PM
Quote from: Pathing on February 25, 2015, 09:10:15 PM
Quote from: Ember on February 25, 2015, 06:58:38 PM
take a look at that temperature X3

http://i.imgur.com/N8gPNHU.png
Which seed and location are your colony on?
I want to try this spot, thanks.

I would give you those but I have no idea how to find the seed, you will also need the ice sheet mod, it hasn't updated to A9 yet but the part that lets you play on ice sheets still works in A9
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Allurian on February 25, 2015, 09:25:32 PM
So that Razor Rain is really something..

June 1 - Sept 11 / 3 Months 11 Days

https://www.dropbox.com/s/d6hdqlp9e5jnm1e/Screenshot%202015-02-23%2022.03.48.png?dl=0 (https://www.dropbox.com/s/d6hdqlp9e5jnm1e/Screenshot%202015-02-23%2022.03.48.png?dl=0)

https://www.dropbox.com/s/mmp2njdof857gcg/Screenshot%202015-02-25%2018.20.37.png?dl=0
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Ember on February 25, 2015, 09:38:16 PM
Quote from: Allurian on February 25, 2015, 09:25:32 PM
So that Razor Rain is really something..

June 1 - Sept 11 / 3 Months 11 Days

https://www.dropbox.com/s/d6hdqlp9e5jnm1e/Screenshot%202015-02-23%2022.03.48.png?dl=0 (https://www.dropbox.com/s/d6hdqlp9e5jnm1e/Screenshot%202015-02-23%2022.03.48.png?dl=0)

https://www.dropbox.com/s/mmp2njdof857gcg/Screenshot%202015-02-25%2018.20.37.png?dl=0

go to the razor rain mod post, theres an updated version there thats more kind
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Dofolo on February 26, 2015, 02:22:37 AM
Had two razor rains in my last game (1.02b + v9e) and it stays outside nicely and all metal that does drop is not marked as to haul?

I think pirate raids may be bugged tho, had 10+ ants, 10+ zombie, 10+ worm raids, but never pirates. Then I got bored and decided to tunnel towards cryosleep caskets (yay no mechanoids in the 'building') and opened one. It had 5 or 6 humanoids in them that were agressive.

As soon as I convinced them to die I had a hotdrop on me and next 3 raids were pirates ...

So still going strong in #2, we're up to 8 or 9 people now, no deaths yet. Some close zombie calls and "oh hey, lets repair that wall next to the zombie that is getting shot by 10 turrets" accidents. Have a pirate without a hand (shot off), I guess it depends on the first trader if hes going to be sold whole or in parts ^^
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Epyk on February 26, 2015, 02:32:59 AM
Quote from: Dofolo on February 26, 2015, 02:22:37 AM
Had two razor rains in my last game (1.02b + v9e) and it stays outside nicely and all metal that does drop is not marked as to haul?

I think pirate raids may be bugged tho, had 10+ ants, 10+ zombie, 10+ worm raids, but never pirates. Then I got bored and decided to tunnel towards cryosleep caskets (yay no mechanoids in the 'building') and opened one. It had 5 or 6 humanoids in them that were agressive.

As soon as I convinced them to die I had a hotdrop on me and next 3 raids were pirates ...

So still going strong in #2, we're up to 8 or 9 people now, no deaths yet. Some close zombie calls and "oh hey, lets repair that wall next to the zombie that is getting shot by 10 turrets" accidents. Have a pirate without a hand (shot off), I guess it depends on the first trader if hes going to be sold whole or in parts ^^

Awesome! Love to hear users stories.

Pirate raids have been reduced  by some amount. The non-human factions are the main course of this mod.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Salfallen on February 26, 2015, 07:03:32 AM
ahh i have 1.02 not 1.02b
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Epyk on February 26, 2015, 01:58:27 PM
There's another non-human faction mod.
Thinking about adding it...
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Ember on February 26, 2015, 02:17:20 PM
think you could add some bits that help us survive as well?
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Nevodark on February 26, 2015, 03:11:10 PM
Though about adding combat realism at all? or would it be incompatible with current mods?
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Mechanoid Hivemind on February 27, 2015, 02:45:13 AM
What i have issue with is the darkness makes it so dark i cant see anything except the names of my colonist and even the day time i have to squint to see it. but other than that i have no issue.

Ps. lower the food growing time just a hair i wanna play it and not die in the first couple days ;)
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Epyk on February 27, 2015, 02:49:15 AM
Quote from: Mechanoid HiveMind on February 27, 2015, 02:45:13 AM
What i have issue with is the darkness makes it so dark i cant see anything except the names of my colonist and even the day time i have to squint to see it. but other than that i have no issue.

Ps. lower the food growing time just a hair i wanna play it and not die in the first couple days ;)

It's suppose to be dark, light levels are unchanged in the morning and no.
I'm looking for more outdoor light options however.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Epyk on February 27, 2015, 02:53:24 AM
Quote from: Nevodark on February 26, 2015, 03:11:10 PM
Though about adding combat realism at all? or would it be incompatible with current mods?

I'll play a few rounds and run some tests and see if I like it.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: lughtaj on February 27, 2015, 11:05:37 AM
My colony is finished. I tried to kill the spitters this time, instead of hiding and waiting it out, especially after they broke into my kitchen. Everything had been a struggle for a few months, since a meteor storm killed my three best colonists. It didn't even have to be the end, the last spitters starved to death before my last two colonists finished bleeding out on the ground. I could have hidden from them again.

This was mod version 1.02, game version 9e, Cassandra 100% difficulty.

start March 1 5500
https://www.dropbox.com/s/9dxz1k6m9lw9a9e/epokalypsestart3.png?dl=0

end September 11 5501
https://www.dropbox.com/s/n4i5ffla69gc7ei/epokalypseend3.png?dl=0
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Nevodark on February 27, 2015, 01:20:21 PM
Quote from: Epyk on February 27, 2015, 02:53:24 AM
Quote from: Nevodark on February 26, 2015, 03:11:10 PM
Though about adding combat realism at all? or would it be incompatible with current mods?

I'll play a few rounds and run some tests and see if I like it.

Been playing with it quite a bit now + your modpack and i quite like it. Dosent seem to conflict with anything so far.

Also big tip to anyone struggling with the horrors etc. Because they are so fantastically slow just set 2 of your colonists on them. Get one to attract them all and make him run in a circle whilst the other shoots from a bit further away. They never seem to catch the one running round. Same for zombies.

With a few turrets outside and 1 guy running round you can easily crush HUGE amounts of horrors without any deaths.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: MyNameIsSpyder on February 27, 2015, 09:29:39 PM
I'm looking forward to trying this out! Only thing is, I can't decide to test this or the Slavers mod first...
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Kyos on February 28, 2015, 09:15:56 AM
Cassandra Classic. 100% Difficulty thingy-upper.

Humble Start (https://www.dropbox.com/s/fqzzmvy7sblxi73/Sk%C3%A4rmklipp%202015-02-27%2016.33.14.png?dl=0)

Everyday Chores... (https://www.dropbox.com/s/862zbh0xsoai25y/Sk%C3%A4rmklipp%202015-02-28%2001.34.15.png?dl=0)

Present Day Colony of "Doom'd" (https://www.dropbox.com/s/0fy49sukn2m0nnf/Sk%C3%A4rmklipp%202015-02-28%2015.08.16.png?dl=0)

I think something broke... Do I have to start the challenge over?
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Mechanoid Hivemind on February 28, 2015, 09:25:40 AM
For lighting out side just use i think its Itchflea or something like that outdoor lighting ( i am so so sorry if i misspelled your name :( ) i guess ill give this another shot
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Nevodark on February 28, 2015, 11:21:39 AM
http://gyazo.com/534de344c59636bba87d3a61bb61c383 .

I dont have a screenshot of my start i didnt expect it to go so well.

After 263 days i have a ship built with enough space to save 6 of my colonists :D

Playing on randy 100% ive had quite a lucky run i think so far. probably going to end this colony here.

The zombie virus only very recently went airborn so ive not really experienced a mass uprising of corpses yet.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Ember on February 28, 2015, 04:38:11 PM
the clutter mod finaly updated to A9, ok to use?
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Mmogog on March 02, 2015, 07:42:38 AM
[BEWARE -- SPOILERS --]

In a 100% challenge game, temperate forest biome, Cassandra Classic storyteller I managed to stay strong 5 years until I got bored with the colony and built the ship with room for my 22 colonists and left. Including 4 colonists that were in cryptosleep because they were abrasive or assassins.

Built principle - holed up in the mountain

I decided to build inside the mountain exclusively with a single entrance to the outside world. It was vital that I did not leave my colonist to wonder outside much. I had only  a small area with no mountaintop roof that I enclosed so I could grow trees, and where I ended up placing 4 mortars and some shooting and melee training facilities. The cooler for my kitchen led to a duct that had no rooftop but was sealed off by several rows of walls.

Defense - semicircle of turrets and a single wall entry at the focal point

I originally planned on making a huge circular killbox at the entrance (51 diameter) as I usually do in other games. However, I did not have space on the map to make it inside the mountain and ended up making only a semicircle of that same size at the entrance, as I soon realized that I could not maintain such a huge killbox on an outside zone considering the hordes of enemies I faced with this mod. The semicircle with mostly advanced military turrets worked pretty well, but I kept loosing 1-3 turrets every time a had a huge raid.

The game-changing nuke trap

The most game-changing discovery for me, which would allow me to continue to play this game possibly forever, was a "trap" to kill nuke the first wave of enemies automatically, making only a single improvised turret (and some log walls) only get destroyed every raid. Since all I had to do was rebuild the "trap" and patch the walls, I was making more steel with trade then spending on defense. You can see the trap built (missing an obvious wall piece) at the top of the "killzone" picture at the album linked below.  It was placed in front of the single wall opening and closed with walls on the sides. This "trap" consists of an improvised turret next to a nuclear bomb, closed with log walls on 3 sides and a moat on the 4th side. The initial wave of enemies would go for the improvised turret because it was the first thing firing at them when they arrived at the colony. The moat would hold the melee units off for a bit until more arrived. By the time they were able to reach the improvised turret, there was already a huge gathering of units near the turret (and the nuke) and the turret explosion set off the nuke too. This would outright eliminate the first wave, allowing my defenses and colonists to pick out the remaining units without a single additional loss. The improvised turret+nuke combo costs about 200 steel and 2 uranium. If you are trading well, it is quite cheap. The log walls cost only 3 wood each.

Different monster raids and how I dealt with them

This is how I ended up dealing with the advanced raids this mod pack offers after trial and error:

  • Zombies: kill of the first wave with the trap. Lock my colonists indoors, have a nice night of sleep, make sure everyone eats in the morning and then I take all of the ranged colonists across the map to hunt the rest. It does not pay off to leave them on the map as they may wonder inside the base one by one and could bite an unsuspecting colonist. It takes two days, but it is the easiest group of enemies of deal with. Note: all the colonists that were still with the group by the time I killed the last zombie were going nuts with all the dead bodies littering the ground.

  • Horrors: the starting horrors raids are quite weak. However, once the game starts sending spitters, they become quite nasty. These creatures will not go inside your base, they will just  wait next to the entrance. They have a long range fire AoE spit. After setting my colonists and my defenses on fire trying to fight them off I decided to lock myself in and wait, hoping another group would come and fight them. I learned that they starve to death waiting for my colonists to come out in about 3 days. So I would just wait it off, rather then having to deal with the fire storm in the form of spits.

  • Ants: The most annoying. The basic melee units and the middle-tier ranged ones are not so bad. My defenses would take care of them even without my colonists firing. However, last unit tier consists of ant queens. These nasty beings stay at the border of the map and continuously spawn basic melee ants. They do not starve themselves to death like the spitters, so I had to deal with them because the continuing crossfire at my base would take a toll on my walls. I ended up dealing with them with a set of 4 mortars (1 incendiary, 1 steel, 2 devastators - devastators are the best). I would have to manually aim at the queen ants for a long time, even with using colonists with good aim, as they would stick to the corners of the maps and were hard to hit. However, I discovered that once you "shred" them with a mortar, they get a bleed and will eventually die of blood loss or untreated infection. So at the end I would just make sure I got a few hits in each queen ant and wait it off inside the base, having my semicircle of turrets kill the basic melee ants that kept getting spawned for days straight if needed. I decided against manually targeting the queens until they were dead because it was so boring and because the colonists would switch targets if the queen they were targeting died and often hit my own defenses trying to target the basic ants that were making their way into my base. I set a geothermal on fire and even hit my ship once! I had 10 queens come to attack my base once and dealt with that with minimal losses. It did, however, take  3-4 days of mortar fire and waiting for the infection to kill the damaged queens.

Other notes

Needless to say, it is vital for this strategy to have all of the food you need generated with hydroponics inside the base.

Normal human and mech raids were ridiculously easy compared to the most advanced raids of monsters. It was quite funny to get a combination of different raids at the same time as they would fight each other in addition to fighting you. One time an overwhelming zombie horde made pirates that arrived to assault my colony flee before they even got a chance to attack.

It is was also cool to see the stage 2 of the zombie virus - airborne. This means that dead people will always rise as zombies. I used to keep fresh zombie bodies in freezer for butchering and selling the leather until a zombie woke up and attacked my cook! No more, they get incinerated right away.

The most challenging thing was dealing with all of the dead bodies. Not only will the piles of rotting bodies drive your colonists insane, it will become harder to move around as the squares with bodies in them slow your colonists down.  I had to have 2 crematoriums and 2 butchers tables working full-time just to keep the area nearest to the base clear of corpses between raids.

As I did not get a single ancient ship drop on the map during the entirety of the playthrough I had to buy and AI core for the ship's computer at the exotic goods merchant for 7000. Along with all of the steel I had to buy to make the ship for 22 poeple, it took quite a while to raise all the silver I needed once I decided it was time to leave this rimworld.

I did not think of taking a starting screenshot of the beginning of this colony but I uploaded an album of the base after my colonists left on the ship. You can see the date on the corner (5505) and and I can send the save file for verification.

The image album with explanations can be found at the following link:

http://imgur.com/a/V6ODU

Cheers,

MMOGOG

Edits: text reviews.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: geredis on March 02, 2015, 01:23:30 PM
Is there supposed to be a Storyteller with this mod somewhere?  From how the Epokalypse Experience mod itself (the one that says that it's 'how it should be experienced' ), it seems to suggest that there is an additional Storyteller option.  However, looking at the options, there is only Cassandra, Phoebe, Randy, and Wave Survival.  There are no others.  Is it indeed just a general reworking of the default three stories, or is it supposed to be possible to activate Epokalypse in some more obvious way?
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Epyk on March 02, 2015, 02:01:39 PM
Quote from: geredis on March 02, 2015, 01:23:30 PM
Is there supposed to be a Storyteller with this mod somewhere?  From how the Epokalypse Experience mod itself (the one that says that it's 'how it should be experienced' ), it seems to suggest that there is an additional Storyteller option.  However, looking at the options, there is only Cassandra, Phoebe, Randy, and Wave Survival.  There are no others.  Is it indeed just a general reworking of the default three stories, or is it supposed to be possible to activate Epokalypse in some more obvious way?

No, it just changes some of the core games mechanics.
Longer growth time, more raids, etc.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Epyk on March 02, 2015, 02:05:27 PM
I'll get to other replies and update the leader boards ASAP.
Been very busy past week.
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: demonofelru on March 15, 2015, 09:27:23 PM
dude you have to add this, this is sick!
https://ludeon.com/forums/index.php?topic=9221.0

i am playing cassandra 130% 7 years  14 colonists a huge ass base standing strong almost got wiped out by a meteor shower and 2 horror raides one after another, damn meteors hit the power supply, and horrors when they come they come like 20 spitters, if anyone has problems with them heres a hint: get your colonists under overhead mountain, they cant shoot through it, they act like mortars ;) will post when i die
Title: Re: [MOD PACK] (Alpha 9) Epokalypse 1.02b [Hotfixes n' Tweaks!]
Post by: Chaotic Skies on June 12, 2015, 04:13:00 PM
What happened to the pack? This pack sounds awesome, but is too outdated, as i have alpha ten and eleven only. Will you start updating the pack again, or no? If not, that's fine, just would like to know ;)