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RimWorld => Releases => Mods => Outdated => Topic started by: RemingtonRyder on October 15, 2014, 03:56:44 PM

Title: [A15] Less Incident Trolling (v1.4.3 / 26 Aug 2016)
Post by: RemingtonRyder on October 15, 2014, 03:56:44 PM
Twelve word description: Less often eclipses, solar flares. Sanity prevails.

This mod reduces the chance for some incidents to fire and/or increases the time before they can fire again. It also makes some map conditions (resulting from incidents) more exclusive e.g. solar flare won't occur during an eclipse and vice versa.

It also delays the first instance of infestation, malaria and plague incidents.

Alpha 15
v1.4.3 (http://marvinkosh.omniloth.net/mod/less-incident-trolling/) -Dropbox (https://www.dropbox.com/s/p9ovglrrxqglj0r/LessIncidentTrolling143.zip?dl=0) -Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=752383821) - Altered Malaria and Plague incidents to affect a smaller max fraction of colonists (0.33 instead of 0.5).

Alpha 14
v1.4.2 (http://marvinkosh.omniloth.net/mod/less-incident-trolling-a14/) Dropbox (https://www.dropbox.com/s/d5jf7u0zg7fxdyo/LessIncidentTrolling142.zip?dl=0) Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=664980062) - Altered Malaria and Plague incidents to not fire during the first year.
v1.4.1 (https://www.dropbox.com/s/y1uwfsfqfy3f6xp/LessIncidentTrolling141.zip?dl=0) - Alpha 14 update. Tighter map condition exclusivity than in vanilla. Infestation refire duration lengthened. All good stuff!

Alpha 13
v1.3.6 (http://marvinkosh.omniloth.net/mod/less-incident-trolling-a13/) Dropbox (https://www.dropbox.com/s/pmcz8xerjzgnr8y/LessIncidentTrolling136.zip?dl=0) - Alpha 13 compatibility (including day length). Infestations won't happen for the first 45 days.

Alpha 12d

v1.3.5 (http://marvinkosh.omniloth.net/mod/less-incident-trolling-a12/) Dropbox (https://www.dropbox.com/s/jrvxay0a639u36w/LessIncidentTrolling135.zip?dl=0)

License

QuoteWaiver note

To YouTube,

The content creator using this mod does not need to ask me first to use it in their monetised videos.

Regards,

MarvinKosh
Title: Re: [MOD] (Alpha 7) Less Incident Trolling (V 1.0.0 / 15.10.2014)
Post by: Kolljak on October 16, 2014, 04:51:29 AM
So.... you cant beat Friendly Phoebe is what your saying.


I play on Random randy Challenge mod its not that hard [the game is] to begin with why would we want to make it easier then easy.Not saying your mod is bad or anything its just i dont see the point when the easiest setting Pheobe Base Builder does this already.
Title: Re: [MOD] (Alpha 7) Less Incident Trolling (V 1.0.0 / 15.10.2014)
Post by: Noobshock on October 16, 2014, 07:51:50 AM
It's almost more from a realism/flavor standpoint that it's bothersome than balance.

Eclipses/flares/blights every other day does get kind of silly and mostly just increase tedium. The real threats in the game are massive raids once you have a fair amount of colonists and wealth, not flares/eclipses.

If anything, I'd lower the incidence of those events, but make them a bit stronger/harder to deal with (they could just last longer) so that they don't happen that often, but when they do there's a fair chance of overlap with an attack.

Imo that approach is win/win. Less spammy eclipses/flares, but when they do happen "oh shit I better be ready".
Title: Re: [MOD] (Alpha 7) Less Incident Trolling (V 1.0.0 / 15.10.2014)
Post by: Clibanarius on October 16, 2014, 08:13:40 AM
Don't be a dick. If there are mods out there like Right Tool For The Right Job that are flat-out cheating, this one shouldn't have its first reply be bashing it. Christ. Even I am annoyed by the flares being constant, I'd rather have the pirates on Sirius IV be persistent in their attempts to murder my colonists than a perpetual stream of annoyances and drops of materials all the way across the 400x400 map from my base.
Title: Re: [MOD] (Alpha 7) Less Incident Trolling (V 1.0.0 / 15.10.2014)
Post by: Igabod on October 16, 2014, 11:03:13 AM
Quote from: Kolljak on October 16, 2014, 04:51:29 AM
So.... you cant beat Friendly Phoebe is what your saying.


I play on Random randy Challenge mod its not that hard [the game is] to begin with why would we want to make it easier then easy.Not saying your mod is bad or anything its just i dont see the point when the easiest setting Pheobe Base Builder does this already.
[TLDR] If you don't have something nice to say then shut the heck up!

Way to go on the constructive criticism (sarcasm)! I've come across several mods that I have absolutely no use for but you don't see me posting on there saying anything negative. If I do comment on mods I have no use for it's usually to offer ideas for how to add usefulness to the mod or to ask the maker to post more information about it. I've never outright said a mod is pointless. Because obviously it has at least some value to one person and the odds are with so many people playing the game that it will find some use in another person's game. Either offer up some helpful words of encouragement or shut your mouth.

That being said, I want to thank Marvinkosh for going to the trouble of editing the files to alleviate some of the more annoying parts of the game and releasing it for those who need help in that area. I personally can see the slave trader frequency increase being useful. I'm not sure what the previous chance was but it is not enough in most games. I hate holding onto prisoners for months and then finally getting tired of feeding useless prisoners and harvesting their organs only to have a slaver show up the next day. I personally don't care for the other changes myself because I'm actually doing pretty good at the difficulty right above Challenging and am probably going to move up to the highest difficulty on my next game. But I would definitely have found a use for that in my earlier games.

A suggestion for additional changes: Lower the chances of the plague and malaria and other illnesses slightly. And maybe increase the rate at which an immunity is developed a small amount.
Title: Re: [MOD] (Alpha 7) Less Incident Trolling (V 1.0.0 / 15.10.2014)
Post by: MelanisticAlbino on October 16, 2014, 01:23:23 PM
Thanks for this!

It was really bugging me getting solar storms and eclipses every other day.
Title: Re: [MOD] (Alpha 7) Less Incident Trolling (V 1.0.0 / 15.10.2014)
Post by: Minus on October 16, 2014, 02:08:29 PM
Thankyou! Thos solar flares really wreck me up more than any raids do. This is going to be very useful for me!

Quote from: Kolljak on October 16, 2014, 04:51:29 AM
Not saying your mod is bad or anything its just i dont see the point when the easiest setting Pheobe Base Builder does this already.
Pheobe also gets rid of raids though, so it's not the same. But I can see why you'd think that.
Quote from: Clibanarius on October 16, 2014, 08:13:40 AM
Don't be a dick.
Quote from: Igabod on October 16, 2014, 11:03:13 AM
[TLDR] If you don't have something nice to say then shut the heck up!
Way to go on the constructive criticism (sarcasm)! Either offer up some helpful words of encouragement or shut your mouth.
And the only people to actually be rude, are the ones calling someone else rude. Hypocrites.
Title: Re: [MOD] (Alpha 7) Less Incident Trolling (V 1.0.0 / 15.10.2014)
Post by: RemingtonRyder on October 16, 2014, 04:37:59 PM
Okay, um to answer the second poster's question, yes, I can pretty much handle anything that Cassandra throws at me.  But, after a while, the whole eclipse-flare-eclipse crisis gets a bit old.  It would certainly be nice if the storyteller used more than just two sticks. ;)

But also, if there are modders considering making some new incidents to add to the mix, then you sort of need to ease back on some of the existing ones, otherwise you could end up with that awkward moment when you're fending off hordes of ravenous boomrats, your prisoners have organised a break-out, and a crashed pod has started a huge forest fire... and there's a frickin' solar flare to boot.

I mean, call me crazy if you will, but even Superman had a hard time with two missiles going in different directions.  I am but a mere mortal. :)
Title: Re: [MOD] (Alpha 7) Less Incident Trolling (V 1.0.0 / 15.10.2014)
Post by: caffienatedjedi on October 16, 2014, 05:11:31 PM
I like this. Seemed silly that solar flares happen regularily enough to frequently factor into how well a raid does. The idea of making it much rarer means its a more special moment when the turrets fail right when the raiders attack. Combine this with more events that create subtle problems and it creates a much more diverse story.
Title: Re: [MOD] (Alpha 7) Less Incident Trolling (V 1.0.0 / 15.10.2014)
Post by: Kolljak on October 16, 2014, 07:37:04 PM
i personaly wish they had a way to stop lighting and solar flares... eclipses can be countered with batteries. the others cant.
Title: Re: [MOD] (Alpha 7) Less Incident Trolling (V 1.0.0 / 15.10.2014)
Post by: Clibanarius on October 16, 2014, 08:13:19 PM
Quote from: Minus on October 16, 2014, 02:08:29 PM
Thankyou! Thos solar flares really wreck me up more than any raids do. This is going to be very useful for me!

Quote from: Kolljak on October 16, 2014, 04:51:29 AM
Not saying your mod is bad or anything its just i dont see the point when the easiest setting Pheobe Base Builder does this already.
Pheobe also gets rid of raids though, so it's not the same. But I can see why you'd think that.
Quote from: Clibanarius on October 16, 2014, 08:13:40 AM
Don't be a dick.
Quote from: Igabod on October 16, 2014, 11:03:13 AM
[TLDR] If you don't have something nice to say then shut the heck up!
Way to go on the constructive criticism (sarcasm)! Either offer up some helpful words of encouragement or shut your mouth.
And the only people to actually be rude, are the ones calling someone else rude. Hypocrites.
"So.... you cant beat Friendly Phoebe is what your saying." THIS would be the cunty-ass line he used to ridicule the OP. And he couldn't even spell properly when issuing said line. Nor you with that incorrect comma. Learn the English language before you pretend you understand it well enough to post something online. Maybe if you actually understood it you wouldn't have missed how mocking someone's skill at the game is actually an insult.

User was warned for this post.
Title: Re: [MOD] (Alpha 7) Less Incident Trolling (V 1.0.0 / 15.10.2014)
Post by: RemingtonRyder on October 17, 2014, 05:20:15 AM
Aw, man.  I must be going blind, I totally missed those grammar errors.

If there's something I've learned over the few years that I've been modding XML, it's that numbers matter.  Fifty-odd downloads equal fifty-odd thank-you notes. :)
Title: Re: [MOD] (Alpha 7) Less Incident Trolling (V 1.0.0 / 15.10.2014)
Post by: Tsilliev on October 17, 2014, 05:45:16 AM
Thanks for the mod Marvin,it was getting a little annoying indeed, now if it comes to realism, we have only 1 eclipse in 1 year, and in game time how many eclipses do we have? Lets not speak about solar flares that come every 12 years(in reality).

There is only one explanation why we encounter so many eclipses/flares, its because 10-50 moons are orbiting around the planet and the planet itself orbits around 10-50 suns LOL (or its the biggest sun you have ever heard about).

Quote from: Kolljak on October 16, 2014, 07:37:04 PM
i personaly wish they had a way to stop lighting and solar flares... eclipses can be countered with batteries. the others cant.
There is the shields mod, it stops bullets but the modder should also include making electronics operate in its area of field.

edit: I have tested the mod, at the 6th day I got a solar flare, but the OP is that every day, a slave ship arrives, sometimes 2 times per day, sometimes it doesnt, but now I am 15th jan and I built the com station with power at 10th of jan and I got like 4 slave ships already, should be like at least 2 weeks between slave ships, maybe lower it to %2-3?
And an idea would be to bribe or to give incentive to the slave drivers in order to come more often.

I will keep playing now and record the days at which slave ships arrive because the above dates are from memories except 15th jan, atm its 15 jan.
its 3rd feb no slave ships so far.
2nd of march a new slave trader arrived, seems fine.
9th march another slave ship.
Title: Re: [MOD] (Alpha 7) Less Incident Trolling (V 1.0.0 / 15.10.2014)
Post by: RemingtonRyder on October 17, 2014, 12:53:34 PM
The way I see it though, often times when a slave trader arrives, you may not have any slaves to trade, or you might not have anything to trade for what they have in stock, or they don't have anyone that you want.

When you reach a certain size of population, slave traders are going to stop coming by anyway (yes, even if you just want to sell, not buy).  I'll see how it goes, anyway. :)
Title: Re: [MOD] (Alpha 7) Less Incident Trolling (V 1.0.0 / 15.10.2014)
Post by: Girlinhat on October 18, 2014, 09:21:06 PM
Can you do anything about the annoying electrical explosions too?  I'd personally like them just removed from the game.  They don't add content, just tedium, as suddenly you have to rebuild a few power conduits and repair damages.  Plus it's the only event that you cannot defend against - solar flares, eclipses, and raiders (even drop pods) all have a method to counter, but power explosions are just cheatingly annoying and unstoppable.
Title: Re: [MOD] (Alpha 7) Less Incident Trolling (V 1.0.0 / 15.10.2014)
Post by: Tsilliev on October 19, 2014, 05:01:18 AM
Quote from: Girlinhat on October 18, 2014, 09:21:06 PM
Can you do anything about the annoying electrical explosions too?  I'd personally like them just removed from the game.  They don't add content, just tedium, as suddenly you have to rebuild a few power conduits and repair damages.  Plus it's the only event that you cannot defend against - solar flares, eclipses, and raiders (even drop pods) all have a method to counter, but power explosions are just cheatingly annoying and unstoppable.
I agree, maybe add a research project like "Improved Wiring" with 500 research cost which actually reduces the chance by %50, and then maybe a second project after this one "Optic Fiber Wiring" with research cost of 800 that reduces the chance to %95. Instead of removing them its more fun to tackle the problem by reasearching new tech.

But Girlinhat if you want you can go and remove it right now, go to the folder LessIncidentTrolling in the mod of rimworld, go to defs, go to incidentdef,go in the BaseIncidents.xml and go to line 103 and there is the shortcurcuit.
Make the chance to 0 or make the refire delay higher.
(http://i.imgur.com/5sdGKyJ.png)
Title: Re: [MOD] (Alpha 7) Less Incident Trolling (V 1.0.0 / 15.10.2014)
Post by: RemingtonRyder on October 19, 2014, 02:15:56 PM
I agree that the electrical explosions are a bit annoying.

I'm not sure exactly what the criteria for one is apart from rolling against the random incident table, but I know that you can minimise the damage by having separate electrical circuits (to reduce the maximum possible discharge) and by intentionally discharging batteries to avoid filling them too full.  If you can avoid using batteries for some circuits (where you have access to geothermal energy) then do so.

I'll add another version in the top post to turn them off.
Title: Re: [MOD] (Alpha 7) Less Incident Trolling (V 1.0.0 / 15.10.2014)
Post by: NephilimNexus on October 19, 2014, 05:06:59 PM
Eclipses shouldn't be random at all.  They should on a fixed schedule.

For example, rescript to 100% chance every 260 days, lasting exactly 8 hours.
Title: Re: [MOD] (Alpha 7) Less Incident Trolling (V 1.0.0 / 15.10.2014)
Post by: RemingtonRyder on December 12, 2014, 10:16:21 PM
I'm testing out an Alpha 8 version of this mod.  A few of the annoying incidents are no longer as annoying (can be worked around) or as frequent as they were in Alpha 7, which is nice.

Just to let you know, that's all. :)
Title: Re: [MOD] (Alpha 7) Less Incident Trolling (V 1.0.0 / 15.10.2014)
Post by: thefinn on December 12, 2014, 11:51:56 PM
Quote from: marvinkosh on December 12, 2014, 10:16:21 PM
I'm testing out an Alpha 8 version of this mod.  A few of the annoying incidents are no longer as annoying (can be worked around) or as frequent as they were in Alpha 7, which is nice.

Just to let you know, that's all. :)

Awesome, glad you did, as I was about to ask if it were coming to 8 ;)
Title: Re: [MOD] (Alpha 8) Less Incident Trolling (V 1.1.0 / 21.10.2014)
Post by: RemingtonRyder on December 20, 2014, 10:14:52 PM
Updated to A8. See top post for details. :)
Title: Re: [MOD] (Alpha 8) Less Incident Trolling (V 1.1.0 / 21.10.2014)
Post by: Chibiabos on December 20, 2014, 11:15:42 PM
Not sure why folk think solar flares are easily overcome ... in Alpha 8, with the cooler biomes, I've found Devilstrand impossible to grow at all except in greenhouses (which are getting nerfed badly thanks to Fert Pumps getting nixed, so no more indoor growing at all ... will have to build in an outdoors greenhouse) in any of the new biomes (even boreal) because the growing season is too short (if you plant when the growing seasons starts in spring, the Devilstrand will still not be harvestable by the time the first cold snap hits in autumn) and the flares happen too frequently to allow harvesting through hydroponics (one solar flare = all devilstrand dead, have to start over :/).
Title: Re: [MOD] (Alpha 8) Less Incident Trolling (V 1.1.0 / 21.10.2014)
Post by: RemingtonRyder on December 21, 2014, 12:06:37 AM
Hmm, well fair enough. I'll re-add the longer refire for solar flares, and as always people can remove or alter it to suit their tastes.

Thanks for the feedback.
Title: Re: [MOD] (Alpha 8) Less Incident Trolling (V 1.1.0 / 21.10.2014)
Post by: Igabod on December 21, 2014, 12:39:02 AM
Quote from: Chibiabos on December 20, 2014, 11:15:42 PM
Not sure why folk think solar flares are easily overcome ... in Alpha 8, with the cooler biomes, I've found Devilstrand impossible to grow at all except in greenhouses (which are getting nerfed badly thanks to Fert Pumps getting nixed, so no more indoor growing at all ... will have to build in an outdoors greenhouse) in any of the new biomes (even boreal) because the growing season is too short (if you plant when the growing seasons starts in spring, the Devilstrand will still not be harvestable by the time the first cold snap hits in autumn) and the flares happen too frequently to allow harvesting through hydroponics (one solar flare = all devilstrand dead, have to start over :/).

You can always mod the hydroponics basin to not require power. All it takes is <ignoreNeedsPower>true</ignoreNeedsPower> in the def file for it under the <sowTag>Hydroponic</sowTag> part in Buildings_Production.xml for the HydroponicsBasin def. and I think you might have to remove the CompPowerTrader bit too.
Title: Re: [MOD] (Alpha 8) Less Incident Trolling (V 1.1.1 / 21.10.2014)
Post by: Visitor000 on December 21, 2014, 07:57:11 AM
i do this alot, i change everything to what i think is better in my opinion and realistic.
Title: Re: [MOD] (Alpha 8) Less Incident Trolling (V 1.1.1 / 21.10.2014)
Post by: Mechanoid Hivemind on December 23, 2014, 01:03:28 AM
So can i install this mod to a world i have already? Or will my game freak out and commit suicide?
Title: Re: [MOD] (Alpha 8) Less Incident Trolling (V 1.1.1 / 21.10.2014)
Post by: RemingtonRyder on December 23, 2014, 06:37:36 PM
It's safe to add to an existing world, yes. :)
Title: Re: [MOD] (Alpha 8) Less Incident Trolling (V 1.1.1 / 21.10.2014)
Post by: Ded1 on December 23, 2014, 07:23:35 PM
Solar flares are lethal in the ice sheet biome.  The temp can drop to -20 by the time it stops.
Title: Re: [MOD] (Alpha 8) Less Incident Trolling (V 1.1.1 / 21.10.2014)
Post by: hyprformnce on December 23, 2014, 11:11:03 PM
yeah, it bothers me how low-counterplay solar flares are. its not an event you can interact with at all.
Title: Re: [MOD] (Alpha 8) Less Incident Trolling (V 1.1.1 / 21.10.2014)
Post by: StorymasterQ on December 24, 2014, 12:24:51 AM
Maybe solar flares should increase the ambient temperature? Then it'd be deadly in the desert, though...
Title: Re: [MOD] (Alpha 8) Less Incident Trolling (V 1.1.1 / 21.10.2014)
Post by: RemingtonRyder on December 24, 2014, 02:10:00 AM
Quote from: Ded1 on December 23, 2014, 07:23:35 PM
Solar flares are lethal in the ice sheet biome.  The temp can drop to -20 by the time it stops.

Well, the ice sheet biome presents its own set of challenges. Like, I don't even know if there's trees there, so you wouldn't be able to use a campfire.
Title: Re: [MOD] (Alpha 8) Less Incident Trolling (V 1.1.1 / 21.10.2014)
Post by: thefinn on December 26, 2014, 08:02:17 AM
A reduction is "such and such an animal has gone crazy" would be great.

On Casandra it just seems to be constantly popping.
Title: Re: [MOD] (Alpha 8) Less Incident Trolling (V 1.1.2 / 27.12.2014)
Post by: RemingtonRyder on December 27, 2014, 04:38:28 AM
Okay. I've added Less Animal Attacks in v1.1.2 - it doesn't completely eliminate them but should in theory make them less frequent.
Title: Re: [MOD] (Alpha 8) Less Incident Trolling (V 1.1.2 / 27.12.2014)
Post by: nuschler22 on December 27, 2014, 12:26:27 PM
Quote from: marvinkosh on December 27, 2014, 04:38:28 AM
Okay. I've added Less Animal Attacks in v1.1.2 - it doesn't completely eliminate them but should in theory make them less frequent.

Can I use this with my current colony? 

Also, just FYI, if you have the turret collection pack that has the sniper, it's pretty handy to take out the animals. 
Title: Re: [MOD] (Alpha 8) Less Incident Trolling (V 1.1.2 / 27.12.2014)
Post by: RemingtonRyder on December 27, 2014, 05:16:22 PM
Quote from: marvinkosh on December 23, 2014, 06:37:36 PM
It's safe to add to an existing world, yes. :)
Title: Re: [MOD] (Alpha 8) Less Incident Trolling (V 1.1.2 / 27.12.2014)
Post by: nuschler22 on December 27, 2014, 05:24:51 PM
I don't know if it's this mod, but my level of raiders have been drastically reduced including mech attacks.

I was playing on Randy, rough.  Switched to Cassandra, challenge.  Still only one group of raiders in about six months time.  Switched back to Randy, challenge, and haven't had any raiders for about three months after that. 

Just curious if anyone else has been having a similar issue? 

One consideration could be that only one faction is hostile to me, but I was under the impression that mechs would take the place of raiders if they weren't hostile (in the overall game, not the mod).

Thanks for any information! :)
Title: Re: [MOD] (Alpha 8) Less Incident Trolling (V 1.1.2 / 27.12.2014)
Post by: RemingtonRyder on December 28, 2014, 02:24:33 AM
Hmm, well all I can say is, I haven't done anything wtih the raider attacks. But I think yes, there has been some tweaking of the time between attacks and the scaling of the attacks against the colony and colonists.
Title: Re: [MOD] (Alpha 8) Less Incident Trolling (V 1.1.2 / 27.12.2014)
Post by: nuschler22 on December 28, 2014, 12:06:21 PM
Quote from: marvinkosh on December 28, 2014, 02:24:33 AM
Hmm, well all I can say is, I haven't done anything wtih the raider attacks. But I think yes, there has been some tweaking of the time between attacks and the scaling of the attacks against the colony and colonists.

Thanks.  I disabled the mod and started getting more attacks. 
Title: Re: [MOD] (Alpha 8) Less Incident Trolling (V 1.1.2 / 27.12.2014)
Post by: Kane Hart on December 29, 2014, 06:30:10 PM
Thanks for this mod. I went ahead and modified it slightly for my own game play. I can't stand the solar flare or the short circuit to me they are not counter able and I just can't stand them :) I set their chance to just 0 so hope that works.
Title: Re: [MOD] (Alpha 8) Less Incident Trolling (V 1.1.2 / 27.12.2014)
Post by: RemingtonRyder on December 30, 2014, 01:25:47 PM
Yep. Like I said though, when you're loading a save, sometimes there are events already lined up by the storyteller from before the chance was changed. Not much you can do about those.

Um, also, to clarify, I didn't make any changes to the storytellers or the scaling of attacks. That, I assume, has happened between Alpha 7 and 8, and is nothing to do with the mod. :)
Title: Re: [MOD] (Alpha 8) Less Incident Trolling (V 1.1.2 / 27.12.2014)
Post by: Utherix on January 04, 2015, 02:54:53 AM
Is the slave trader incident increase working? I think I've seen one at most since I installed this mod.
Title: Re: [MOD] (Alpha 7) Less Incident Trolling (V 1.0.0 / 15.10.2014)
Post by: Oxidus on January 04, 2015, 05:50:44 AM
Quote from: Tsilliev on October 19, 2014, 05:01:18 AM
Quote from: Girlinhat on October 18, 2014, 09:21:06 PM
Can you do anything about the annoying electrical explosions too?  I'd personally like them just removed from the game.  They don't add content, just tedium, as suddenly you have to rebuild a few power conduits and repair damages.  Plus it's the only event that you cannot defend against - solar flares, eclipses, and raiders (even drop pods) all have a method to counter, but power explosions are just cheatingly annoying and unstoppable.
I agree, maybe add a research project like "Improved Wiring" with 500 research cost which actually reduces the chance by %50, and then maybe a second project after this one "Optic Fiber Wiring" with research cost of 800 that reduces the chance to %95. Instead of removing them its more fun to tackle the problem by reasearching new tech.

But Girlinhat if you want you can go and remove it right now, go to the folder LessIncidentTrolling in the mod of rimworld, go to defs, go to incidentdef,go in the BaseIncidents.xml and go to line 103 and there is the shortcurcuit.
Make the chance to 0 or make the refire delay higher.
(http://i.imgur.com/5sdGKyJ.png)
I need help i did it same as you said i set chance on 0 and made refire to 1000000000000000000000 but it still does like mod wasnt even functioning.And yes i allowed mod and installed it correctly.
Title: Re: [MOD] (Alpha 7) Less Incident Trolling (V 1.0.0 / 15.10.2014)
Post by: Utherix on January 04, 2015, 12:16:43 PM
Quote from: Oxidus on January 04, 2015, 05:50:44 AMI need help i did it same as you said i set chance on 0 and made refire to 1000000000000000000000 but it still does like mod wasnt even functioning.And yes i allowed mod and installed it correctly.

1000000000000000000000 is too big of a number to be stored in an integer. The program could just decide to ignore the file or entry as invalid upon reaching such a large number.

Use a reasonable number. Like 1000 or 2000000000.
Title: Re: [MOD] (Alpha 8) Less Incident Trolling (V 1.1.2 / 27.12.2014)
Post by: evrett33 on January 04, 2015, 01:27:58 PM
Quote from: marvinkosh on December 28, 2014, 02:24:33 AM
Hmm, well all I can say is, I haven't done anything wtih the raider attacks. But I think yes, there has been some tweaking of the time between attacks and the scaling of the attacks against the colony and colonists.
This is starting to get bloated. The first few were good fixes but if you are going to make changes to every event can you make the mod sectioned so we can pick and choose which change we want?
Title: Re: [MOD] (Alpha 8) Less Incident Trolling (V 1.1.2 / 27.12.2014)
Post by: Oxidus on January 04, 2015, 04:30:08 PM
Quote from: evrett33 on January 04, 2015, 01:27:58 PM
Quote from: marvinkosh on December 28, 2014, 02:24:33 AM
Hmm, well all I can say is, I haven't done anything wtih the raider attacks. But I think yes, there has been some tweaking of the time between attacks and the scaling of the attacks against the colony and colonists.
This is starting to get bloated. The first few were good fixes but if you are going to make changes to every event can you make the mod sectioned so we can pick and choose which change we want?
Now i made 1000 Still not working.
Title: Re: [MOD] (Alpha 8) Less Incident Trolling (V 1.1.2 / 27.12.2014)
Post by: RemingtonRyder on January 05, 2015, 08:20:52 AM
Quote from: evrett33 on January 04, 2015, 01:27:58 PM
This is starting to get bloated. The first few were good fixes but if you are going to make changes to every event can you make the mod sectioned so we can pick and choose which change we want?

It is sectioned:

RimWorld657Win\Mods\LessIncidentTrolling\Defs\IncidentDefs

LessAnimalAttacks.xml
LessOftenBlight.xml
LessOftenSolarFlare.xml
MoreOftenSlaveTraders.xml
NoConduitExplode.xml

I think maybe you guys have picked up the Alpha 7 version of the mod by mistake. Unless you're playing Alpha 7, anyway, in which case setting the chance to zero is enough for an event to not fire.

As I have said, if the storyteller had decided on doing an event before you saved your game, it will still play out after activating the mod and reloading your game. However, if you play for a few days and the events are still happening even after you've set the chance to zero, then I can't see how that is possible, unless another mod is overriding this one.
Title: Re: [MOD] (Alpha 8) Less Incident Trolling (V 1.1.2 / 27.12.2014)
Post by: bullet on January 05, 2015, 11:05:40 PM
Is it possible to remove the siege type from the enemy raids?
Title: Re: [MOD] (Alpha 8) Less Incident Trolling (V 1.1.2 / 27.12.2014)
Post by: RemingtonRyder on January 06, 2015, 07:59:52 AM
Quote from: bullet on January 05, 2015, 11:05:40 PM
Is it possible to remove the siege type from the enemy raids?

Not without a DLL mod, unfortunately. I may try my hand at writing one, but someone else would probably have a head start in figuring it out.
Title: Re: [MOD] (Alpha 8) Less Incident Trolling (V 1.1.2 / 27.12.2014)
Post by: RemingtonRyder on January 07, 2015, 04:46:13 PM
So um, just FYI, I played a game with Randy Random as the storyteller. For whatever reason, he seemed to enjoy just sending another wave of enemies just as I'd recovered from the last one. Anyway, if you're not getting pummeled enough then maybe he's the storyteller to try. :)
Title: Re: [MOD] (Alpha 7) Less Incident Trolling (V 1.0.0 / 15.10.2014)
Post by: Facepunch on January 23, 2015, 07:43:23 PM
Quote from: Kolljak on October 16, 2014, 04:51:29 AM
So.... you cant beat Friendly Phoebe is what your saying.


I play on Random randy Challenge mod its not that hard [the game is] to begin with why would we want to make it easier then easy.Not saying your mod is bad or anything its just i dont see the point when the easiest setting Pheobe Base Builder does this already.

Not nessicarily. I do Pheobe, challenge set to 1.1, I disabled the annoying this (Solar flares, eclipses, coduit explosions), and increased the actually dangerous things by a fair amount(Raids, ship parts, etc.).
Title: Re: [MOD] (Alpha 7) Less Incident Trolling (V 1.0.0 / 15.10.2014)
Post by: DaggettBeaver on January 24, 2015, 04:03:19 PM
Quote from: MarvinKosh on October 17, 2014, 12:53:34 PMWhen you reach a certain size of population, slave traders are going to stop coming by anyway (yes, even if you just want to sell, not buy).  I'll see how it goes, anyway. :)

Have you considered removing that or at least reducing its impact?

I tried to remove that by deleting the following row...
<populationEffect>Increase</populationEffect>

... but i never modded anything before so i don't know if it works. But as far as my logic goes it should be okay...

Personally i would like to just reduce the impact, since it's okay if Slave Traders come less often if your colony grows, but it totally sucks that you never have the chance to sell any prisoners (or... umm... brain-shot colonists... i know, i am a bad person...) at some point. So... do you have any idea how to reach that? If it's impossible i guess it is still better to completely remove the impact of increasing population and re-set the chance for slave traders to 4.5, since just incresing the chance to 10 didn't really solve any problem... (in the early game 4.5 seems to be enough, in the mid- to late-game there is no difference between 4.5 and 10...)
Title: Re: [MOD] (Alpha 8) Less Incident Trolling (V 1.1.2 / 27.12.2014)
Post by: RemingtonRyder on January 24, 2015, 04:18:58 PM
Well, removing the part about population increase should in theory allow for the slave trader to arrive when ordinarily the storyteller would deny it. On the other hand, it will probably mean that they will arrive less frequently when you're below the desired population.

Try it and see, basically. :)
Title: Re: [MOD] (Alpha 8) Less Incident Trolling (V 1.1.2 / 27.12.2014)
Post by: DaggettBeaver on January 25, 2015, 01:16:36 AM
Seems to work - removing the
<populationEffect>Increase</populationEffect>
lead to the desired amount of slave traders at 4.5 chance... they are rare, but they appear... the first one appeared after i had 5 colonists, so i guess it doesn't reduce early slave traders to much (if at all).
Title: Re: [MOD] (Alpha 8) Less Incident Trolling (V 1.1.2 / 27.12.2014)
Post by: RemingtonRyder on January 25, 2015, 03:24:39 AM
Great. I'll test it out for myself, as well. :)
Title: Re: [MOD] (Alpha 8) Less Incident Trolling (V 1.1.2 / 27.12.2014)
Post by: shhfiftyfive on January 26, 2015, 12:20:45 PM
i think i would appreciate a mod that also tones down the lightning storms.

- not sure if just making the storms "event?" occur less often alone is a total solution (because that wouldn't lessen the number and size of fires), but it couldn't hurt.

- basically, the fire spread from lightning strikes is so massive, it is trollish. i don't suppose there is something in the game code you could tweak to nerf the spread rate, distance, and/or propagation of fires??

- and the fact that you can have several areas of the map simultaneously burning due to a single storm hitting in several locations per storm.. that is just out of control. not sure if there's something in the code that could allow you to lower the amount of lightning strikes per storm? 1 - okay. 4 - you gotta be kidding me.

Title: Re: [MOD] (Alpha 8) Less Incident Trolling (V 1.1.2 / 27.12.2014)
Post by: numen0r on January 26, 2015, 12:44:41 PM
I cloned one of your xml and replaced it with this:

<?xml version="1.0" encoding="utf-8" ?>
<Defs>

  <IncidentDef>
    <defName>ColdSnap</defName>
    <workerClass>IncidentWorker_ColdSnap</workerClass>
    <chance>0</chance>
    <minRefireDays>15</minRefireDays>
    <favorability>Bad</favorability>
  </IncidentDef>

</Defs>


would that work??
Title: Re: [MOD] (Alpha 8) Less Incident Trolling (V 1.1.2 / 27.12.2014)
Post by: RemingtonRyder on January 26, 2015, 01:16:46 PM
Yep. Better test it out and make sure, though.
Title: Re: [MOD] (Alpha 9) Less Incident Trolling (V 1.2.0 / 18.02.2015)
Post by: RemingtonRyder on February 18, 2015, 04:43:46 PM
And this one's updated (https://www.dropbox.com/s/5hdvndm82nbfe5o/A9_LessIncidentTrolling.zip?dl=0) too!
Title: Re: [MOD] (Alpha 9) Less Incident Trolling (V 1.2.0 / 18.02.2015)
Post by: electrichobo on February 20, 2015, 12:49:33 PM
I'm running A9 and the updated version of this mod, but my batteries just short circuited and i'm having animals going on killing sprees way more often than before. The mod isn't working for me. Anyone else experiencing the same?
Title: Re: [MOD] (Alpha 9) Less Incident Trolling (V 1.2.0 / 18.02.2015)
Post by: RemingtonRyder on February 20, 2015, 09:01:32 PM
There have been some storyteller changes in A9. Could I ask which one you're using so I can do some more testing?
Title: Re: [MOD] (Alpha 9) Less Incident Trolling (V 1.2.0 / 18.02.2015)
Post by: shhfiftyfive on February 20, 2015, 10:39:45 PM
serious request here....

i'm not sure if this has been asked. is there some way to remove the new cheat that the enemy mortar team has been given?

in a9 they are getting endless supplies of shells and food, so they will never attack your base. this i consider game breaking. when they run out of food or mortar shells, the game just drop pods in another full stack. indefinitely.

since they have unlimited food and ammo, even if you mortar them in return, they will not leave their spot to attack you, even though they should be going crazy after spending days eating off the ground and sleeping outdoors on the ground... and fighting off the fires that you create by using incendiary mortars on them. but nope. they stay put.

you will have to leave your base and fight them on their turf to kill them off. this makes your turret defenses useless. and also heavily promotes just building a base in the mountain to avoid their attacks.

i even tried to compete with this (was obviously running out of shells of my own) by using the new longer day/night cycle to go steal their shells and food at night while they sleep. but it wasn't enough ammo to get me through the game. there really needs to be a way to craft shells in the vanilla game.
Title: Re: [MOD] (Alpha 9) Less Incident Trolling (V 1.2.0 / 18.02.2015)
Post by: OldVamp on February 21, 2015, 12:29:03 AM
machining table, add bill, create shell
Title: Re: [MOD] (Alpha 9) Less Incident Trolling (V 1.2.0 / 18.02.2015)
Post by: RemingtonRyder on February 21, 2015, 12:57:53 AM
You can break the siege by killing them from afar. I'm not saying that it's easy to get hold of a couple of sniper rifles, but that's my preferred way of dealing with them. When you've killed enough of them, or you blow up their mortar, they will make a run at the colony as usual.
Title: Re: [MOD] (Alpha 9) Less Incident Trolling (V 1.2.0 / 18.02.2015)
Post by: electrichobo on February 21, 2015, 02:06:28 AM
Quote from: MarvinKosh on February 20, 2015, 09:01:32 PM
There have been some storyteller changes in A9. Could I ask which one you're using so I can do some more testing?

Randy in builder mode.
Title: Re: [MOD] (Alpha 9) Less Incident Trolling (V 1.2.0 / 18.02.2015)
Post by: shhfiftyfive on February 21, 2015, 02:18:33 AM
Quote from: OldVamp on February 21, 2015, 12:29:03 AM
machining table, add bill, create shell
i'm talking about early game progression here. the amount of time it takes to research that far is not something you can do in the first few months. i mean if the very first thing you research is mortars, and the very 2nd thing is machining... you're still gonna get raided by enemy teams before any of that comes to pass.

i am regularly getting raided by 2-3 enemy groups within days of each other, sometimes before i even build a fricken research table or a single turret or get more than 3-4 colonists. the first  months of cassandra is giving zero fucks right now.


Quote from: MarvinKosh on February 21, 2015, 12:57:53 AM
You can break the siege by killing them from afar. I'm not saying that it's easy to get hold of a couple of sniper rifles, but that's my preferred way of dealing with them. When you've killed enough of them, or you blow up their mortar, they will make a run at the colony as usual.
not from my alpha 9 experiences. alpha 8, sure. try that in alpha 9. i've killed nearly all of them in combat, and the remaining guys will just loiter around the mortar camp. they do not care to ever come attack my base. they'd rather stay there and receive free food from drop pods.

and as i mentioned, cassandra is sending multiple factions to attack me nearly simultaneously. its like one faction is spying on me and knows when i am pre-occupied (actively fighting another group) and so the storyteller sends another group to come fight me while my pants are down.

this has literally happened to me every time i get into a fight: either immediately, or within 2-3 days, another group will come along to capitalize on the fact that my guys need rest/food/meds. it is completely ridiculous.

what happened to the one attack per month? why are they so agro and attacking me at the most opportune time? back to back.

trust me. on alpha 8 i regularly beat cassandra extreme, with no fertilizer pump, no grow zones, no hills or mountains. all in anticipation of alpha 9.... but alpha 9 cassandra is blatantly cheating compared to alpha 8. i don't understand why so many raids are happening per month. it shouldn't be a thing.
Title: Re: [MOD] (Alpha 9) Less Incident Trolling (V 1.2.0 / 18.02.2015)
Post by: ManWithNoName on February 21, 2015, 07:24:02 AM
@shhfiftyfive - Unfortunately this is how Tynan wants the game it seems loads of micro management and unlimited supply drops for besiegers i don't understand it myself.

I too have fell victim to the besiegers they came to attack my last base it was 10 v 4 i didnt have the weapons to attack them nor knew that besiegers now stayed around so i thought i would wait them out. On top of which my four guys were terrible at shooting and two of them were old one with cataract's. I try and wait it out 5 minutes later another faction appears and aggos' them i get the message they are attacking followed by one they are retreating followed by incen mortars landing on my head.

few days pass and the same faction are besieging me from another area of the map its a no win situation its either be mortared to death and run around trying to rebuild and put out fire, or be shot to death.  :-\

Your besiegers will not leave the map, do not run out of food and will not attack when aggro'd So you are force to fight a bigger army or be continually besieged by multiple attackers.  :-\
Title: Re: [MOD] (Alpha 9) Less Incident Trolling (V 1.2.0 / 18.02.2015)
Post by: RemingtonRyder on February 21, 2015, 10:37:38 AM
@electrichobo I suspected as much. Randy may well randomise the random chances of events, overriding a low or zero value.

I can maybe look at tweaking Cassandra's major big bad frequency, but like I said, things have changed in A9 so perhaps you ought to scale back the challenge rating to go be yourself a chance to adapt.

But I'll keep an eye out for this never-ending siege, sounds buggy!

Edit: There's a new version of Rimworld out today. I worked a little change into Cassandra's storyteller def and added it to the mod, and I'm updating the top post. Bear in mind, this is untested as yet but, if it works the way I think it should, you'll have time to breathe which reflects the intensity of the threat cycle. Or, not. Untested, remember.
Title: Re: [MOD] (Alpha 9) Less Incident Trolling (V 1.2.1 / 21.02.2015)
Post by: kingtyris on February 22, 2015, 01:10:54 AM
I don't know if your mod is doing this, but I'm playing a colony on Cassandra challenge mode, and I have yet to receive my first raider. Turning the mod off now to see if the mod is indeed the problem. I'm running alpha 9d
Title: Re: [MOD] (Alpha 9) Less Incident Trolling (V 1.2.1 / 21.02.2015)
Post by: Epyk on February 22, 2015, 01:16:42 AM
Quote from: kingtyris on February 22, 2015, 01:10:54 AM
I don't know if your mod is doing this, but I'm playing a colony on Cassandra challenge mode, and I have yet to receive my first raider. Turning the mod off now to see if the mod is indeed the problem. I'm running alpha 9d

This mod doesn't change raid chances.
Title: Re: [MOD] (Alpha 9) Less Incident Trolling (V 1.2.1 / 21.02.2015)
Post by: RemingtonRyder on February 22, 2015, 04:24:44 AM
Traders are random. I did up the chance of a slave trader passing by, though. Also in the latest version, the mean time between random events was increased for Cassandra.

But basically, you're waiting on a roll of the dice.
Title: Re: [MOD] (Alpha 9) Less Incident Trolling (V 1.2.1 / 21.02.2015)
Post by: Mechanoid Hivemind on February 22, 2015, 05:03:24 PM
I am seeing the same thing my colony is like 2 months in and i havnt had any raids yet i am gonna post this in the bugs section
Title: Re: [MOD] (Alpha 9) Less Incident Trolling (V 1.2.1 / 21.02.2015)
Post by: RemingtonRyder on February 22, 2015, 05:28:32 PM
You could try this mod (https://www.dropbox.com/s/170a4eboslhxukp/A9_More_Raids.zip?dl=0). I made it not long ago for someone who asked. It increases the chance of a raid.
Title: Re: [MOD] (Alpha 9) Less Incident Trolling (V 1.2.1 / 21.02.2015)
Post by: Avtomatik on February 22, 2015, 05:35:31 PM
Quote from: MarvinKosh on February 22, 2015, 05:28:32 PM
You could try this mod (https://www.dropbox.com/s/170a4eboslhxukp/A9_More_Raids.zip?dl=0). I made it not long ago for someone who asked. It increases the chance of a raid.

By  how much?
Do you need a new game for it?
Title: Re: [MOD] (Alpha 9) Less Incident Trolling (V 1.2.1 / 21.02.2015)
Post by: RemingtonRyder on February 22, 2015, 05:43:44 PM
Takes it from the original 9% to 13.5% and, no, you don't need to start over. Also, it's compatible with this mod, so you can use them together. :)
Title: Re: [MOD] (Alpha 9) Less Incident Trolling (V 1.2.2 / 24.02.2015)
Post by: RemingtonRyder on February 23, 2015, 07:36:05 PM
Very minor update today following the release of Alpha 9e, guys, just some changed XML tags in the original StoryTellerDefs file is all.
Title: Re: [MOD] (Alpha 9) Less Incident Trolling (V 1.2.2 / 24.02.2015)
Post by: Zaraelys on February 23, 2015, 09:08:41 PM
Thanks for the mod, I Love it. Was hit by an eclipse it ended, immediately got a flare, then about 15 hours after it ended another eclipse. "Ok, checking mod packs for updates again" I had it in A8 through the Epyk pack.
Title: Re: [MOD] (Alpha 9) Less Incident Trolling (V 1.2.2 / 24.02.2015)
Post by: NephilimNexus on February 23, 2015, 10:28:52 PM
I didn't read the entire thread (sorry) but I was wondering if the "1st Rule of E-Peen Waving" still rang true and therefore the 1st comment was someone A) Bragging that they didn't need anything to make the game easier, B) Mocking anyone who would want to make the game easier as a wimp or C) Both?
Title: Re: [MOD] (Alpha 9) Less Incident Trolling (V 1.2.2 / 24.02.2015)
Post by: RemingtonRyder on February 23, 2015, 11:14:22 PM
I try to focus on all the people who are going to use the mod and will appreciate its merits. :)

I think it's a lot cooler when the storyteller reserves eclipses and solar flares as rarer twists in the story. You'll be ready for them, of course, but you'll have forgotten when the last one was when they hit.
Title: Re: [MOD] (Alpha 9) Less Incident Trolling (V 1.2.2 / 24.02.2015)
Post by: Zeta Omega on February 26, 2015, 01:18:12 PM
Uh where is the download link for alpha nine? Im missing it in plain sight again aren't I...
Title: Re: [MOD] (Alpha 9) Less Incident Trolling (V 1.2.2 / 24.02.2015)
Post by: RemingtonRyder on February 28, 2015, 08:12:52 PM
Quote from: Zeta Omega on February 26, 2015, 01:18:12 PM
Uh where is the download link for alpha nine? Im missing it in plain sight again aren't I...

It's the colour scheme for the forums, links are sort of creamy white and regular text is white, so... ;)

I updated the top post, should make it easier to spot the link for the latest version.
Title: Re: [MOD] (Alpha 9) Less Incident Trolling (V 1.2.2 / 24.02.2015)
Post by: Leeman on March 09, 2015, 07:02:02 PM
Hey. I wanted to test this out as it sounded like something me little noob could profit from. However if I create a new World and then a new colony after enabling this mod (only using this one and core) and the Overview window is bugged out

http://i.imgur.com/AuxhZrO.png

any Idea as to why this happenes? As in am I doing something wrong or is it something on your end that needs updating?


Edit: Actually. Never mind. I created a new world with every mod but "core" and got the same result. my bad
Title: Re: [MOD] (Alpha 9) Less Incident Trolling (V 1.2.2 / 24.02.2015)
Post by: RemingtonRyder on March 09, 2015, 07:35:38 PM
This was a bug from v0.9.725 of Rimworld. If you haven't done so already, please download the latest version.

If you have the latest version this means that somehow the bug is back. Please post a report in the Bugs forum with your save and world file - compress them first, you may have to link to the zip file on Dropbox/OneDrive/similar as there's an attachment size limit.

Thanks!
Title: Re: [MOD] (Alpha 9) Less Incident Trolling (V 1.2.2 / 24.02.2015)
Post by: Juujika on March 12, 2015, 08:00:11 AM
Quote from: MarvinKosh on February 23, 2015, 07:36:05 PM
Very minor update today following the release of Alpha 9e, guys, just some changed XML tags in the original StoryTellerDefs file is all.
Ill get XML error: <minDaysBetweenThreatBigs>4</minDaysBetweenThreatBigs> doesen't correspond to any field in type StorytellerDef
Title: Re: [MOD] (Alpha 9) Less Incident Trolling (V 1.2.2 / 24.02.2015)
Post by: RemingtonRyder on March 12, 2015, 10:48:47 AM
You need to download the latest version of RimWorld or use an older version of Less Incident Trolling.

Quote from: Juujika on March 12, 2015, 08:00:11 AM
Ill get XML error: <minDaysBetweenThreatBigs>4</minDaysBetweenThreatBigs> doesen't correspond to any field in type StorytellerDef
Title: Re: [MOD] (Alpha 9) Less Incident Trolling (V 1.2.2 / 24.02.2015)
Post by: Juujika on March 12, 2015, 07:02:41 PM
Quote from: MarvinKosh on March 12, 2015, 10:48:47 AM
You need to download the latest version of RimWorld or use an older version of Less Incident Trolling.

Thank you, i was sure that i have it, but i didnt, sorry my mistake :/
Title: Re: [MOD] (Alpha 9) Less Incident Trolling (V 1.2.3 / 05 Apr 2015)
Post by: 360chaos on April 13, 2015, 10:00:22 PM
Heey I have a question is this mod compatible with modded AI Storytellers like The Rimsenal Storyteller pack? (Link:https://ludeon.com/forums/index.php?topic=11160.0)
Title: Re: [MOD] (Alpha 9) Less Incident Trolling (V 1.2.3 / 05 Apr 2015)
Post by: RemingtonRyder on April 13, 2015, 10:16:07 PM
Yep, no conflicts at all. :)
Title: Re: [MOD] (Alpha 9) Less Incident Trolling (V 1.2.3 / 05 Apr 2015)
Post by: jerome736 on April 24, 2015, 04:26:52 PM
Would love an update of this :)
Title: Re: [MOD] (Alpha 9) Less Incident Trolling (V 1.2.3 / 05 Apr 2015)
Post by: RemingtonRyder on April 24, 2015, 10:13:19 PM
Quote from: jerome736 on April 24, 2015, 04:26:52 PM
Would love an update of this :)

v1.2.5 (https://www.dropbox.com/s/dhr49pn4juadbaj/LessIncidentTrolling125.zip?dl=0) is up. :)
Title: Re: [MOD] (Alpha 10) Less Incident Trolling (v1.2.5 / 25 Apr 2015)
Post by: zeldion on June 13, 2015, 12:13:20 AM
Will there be an update for 11?
Title: Re: [MOD] (Alpha 10) Less Incident Trolling (v1.2.5 / 25 Apr 2015)
Post by: falcongrey on June 13, 2015, 12:37:10 AM
Quote from: zeldion on June 13, 2015, 12:13:20 AM
Will there be an update for 11?

I'm sure in time. There was a LOT changed and added so patience is the key. ;)
Title: Re: [MOD] (Alpha 11) Less Incident Trolling (v1.2.6 / 13 Jun 2015)
Post by: RemingtonRyder on June 13, 2015, 12:44:17 PM
Oh hell yeah. I'll have a look at the incidents and storytellers for A11 tonight and see what needs doing. Probably won't take all that long to update. Balancing might take a little longer! :)

Aaaaand updated. See top post!
Title: Re: [MOD] (Alpha 11) Less Incident Trolling (v1.2.6 / 13 Jun 2015)
Post by: LanMc on June 14, 2015, 08:57:06 PM
Quote from: MarvinKosh on June 13, 2015, 12:44:17 PM
Oh hell yeah. I'll have a look at the incidents and storytellers for A11 tonight and see what needs doing. Probably won't take all that long to update. Balancing might take a little longer! :)

Aaaaand updated. See top post!

You rock for this!  Thank you!
Title: Re: [A11] Less Incident Trolling (v1.2.6 / 13 Jun 2015)
Post by: RemingtonRyder on June 24, 2015, 05:31:59 PM
Having played a game out for five months, I noticed that there are very few random events with Cassandra. This unfortunately means it can be ages before you see a trader.

I'll be testing a version with a lower MTB for events. That should keep things interesting, I think.
Title: Re: [A11] Less Incident Trolling (v1.2.7 / 28 Jun 2015)
Post by: RemingtonRyder on June 27, 2015, 07:08:11 PM
v1.2.7 (https://www.dropbox.com/s/6dn0614mrn6pyyo/LessIncidentTrolling127.zip?dl=0) is up. Cassandra will give you random events a bit more than in v1.2.6!
Title: Re: [A11] Less Incident Trolling (v1.2.7 / 28 Jun 2015)
Post by: RulerBrendan on July 01, 2015, 07:11:14 AM
Thank you tons! I created a colony and was doing pretty well, but I only had a few colonists and crap weapons. Then I got three raids in a row, literally minutes between the first and second, and instant from second to third. I couldn't win after already losing a colonist in the second raid and the third being twice the size. I needed something like this. I just hope I can use it without starting a new colony...
Title: Re: [A11] Less Incident Trolling (v1.2.7 / 28 Jun 2015)
Post by: RemingtonRyder on July 01, 2015, 01:33:04 PM
Quote from: RulerBrendan on July 01, 2015, 07:11:14 AM
I needed something like this. I just hope I can use it without starting a new colony...

You're welcome. Yes, you can start using it with an existing colony without any problems. Best of luck. :)
Title: Re: [A11] Less Incident Trolling (v1.2.7 / 28 Jun 2015)
Post by: jerome736 on August 29, 2015, 05:46:32 PM
Just checking, does this work as is with A12? Thanks! :)
Title: Re: [A11] Less Incident Trolling (v1.2.7 / 28 Jun 2015)
Post by: RemingtonRyder on August 29, 2015, 07:37:30 PM
It hasn't been tested, but in theory it should work. I'll be adding an A12 version here before integrating it into the modpack, so watch this space.

                                                                                                space

:)
Title: Re: [A12d] Less Incident Trolling (v1.2.9 / 30 Aug 2015)
Post by: RemingtonRyder on August 30, 2015, 09:17:06 PM
pigman,

Read the mod description before you criticise it.

There used to be a lot more tweaks in this mod, but I had to remove them because changes to the vanilla game which you're talking about, made them redundant, or other mods balanced them out.
Title: Re: [A12d] Less Incident Trolling (v1.3.0 / 03 Sep 2015)
Post by: RemingtonRyder on September 03, 2015, 01:43:54 PM
Added a new feature today. Long overdue, this one is!

In v1.3.0 (https://www.dropbox.com/s/v2x6e4dixgyiaac/LessIncidentTrolling130.zip?dl=0) you will no longer experience solar flares while there is an eclipse. I may later tighten this up and just make them mutually exclusive map conditions.
Title: Re: [A12d] Less Incident Trolling (v1.3.0 / 03 Sep 2015)
Post by: Jorlem on September 06, 2015, 03:17:54 AM
Do the changes listed for 1.2.9 mean that if I'm playing Cassandra, I'll get more crop blights and raids?  I'm rather confused by this, as it appears to contradict this:
Quote
This mod reduces the chance for some incidents to fire and/or increases the time before they can fire again.
Title: Re: [A12d] Less Incident Trolling (v1.3.0 / 03 Sep 2015)
Post by: RemingtonRyder on September 06, 2015, 05:14:23 AM
Crop blights were changed in Alpha 12 so they happen much less often.

Also, since vanilla Cassandra in Alpha 12 has changed to be quite close to what I had defined in her storyteller XML, I dropped that from the mod too.
Title: Re: [A12d] Less Incident Trolling (v1.3.0 / 03 Sep 2015)
Post by: Jorlem on September 06, 2015, 07:11:17 PM
Ah, ok.  I think I see what is going on.  I had thought that the events listed under 1.2.9 were vanilla events, and that this mod was removing them, but they are actually events added in an earlier version of the mod and are no longer needed due to changes in the base game, correct?
Title: Re: [A12d] Less Incident Trolling (v1.3.0 / 03 Sep 2015)
Post by: Tekuromoto on September 08, 2015, 12:58:16 AM
Not sure if this is the place to request this, but would it be possible to add the ability to toggle the "wanderer joins" event? I want to play a solo game and all the other ways of getting colonists are at your discretion except where some guy just decides to hang out, forever. :P

Or maybe a "mini mod" (I know, there's no such thing) that just turns the event off?
Title: Re: [A12d] Less Incident Trolling (v1.3.0 / 03 Sep 2015)
Post by: RemingtonRyder on September 08, 2015, 05:31:04 AM
Hmm, I'll see what I can do.
Title: Re: [A12d] Less Incident Trolling (v1.3.1 / 25 Sep 2015)
Post by: RemingtonRyder on September 25, 2015, 03:13:09 PM
Just added v1.3.1 (https://www.dropbox.com/s/etf7c9g20xd8uj1/LessIncidentTrolling131.zip?dl=0). Raid sizes for Phoebe and Cassandra now scale only according to colony population, wealth is not considered. I know that this may not suit everyone's tastes, so please leave some comments about your gameplay experiences with this.

Additionally, colonists now score almost three times more points for the purposes of generating points for raids. After 1000 points, however, any additional points are subject to a curve function. To get 2000 points of raid enemies on Challenge difficulty you would need almost 8000M colonists.
Title: Re: [A12d] Less Incident Trolling (v1.3.1 / 25 Sep 2015)
Post by: jerome736 on September 25, 2015, 10:33:36 PM
Interesting change. Any way you can show the actual difference in raid value calculations from vanilla to your mod?
Title: Re: [A12d] Less Incident Trolling (v1.3.1 / 25 Sep 2015)
Post by: RemingtonRyder on September 25, 2015, 11:23:03 PM
Like I said, in the mod wealth is no longer counted by Phoebe and Cassandra. In vanilla, any wealth that you had over and above 2000 would be factored in - specifically, building wealth is halved and added to item wealth, then wealth is multiplied by 0.0125 - so, for example, if you had 2500 wealth in items, and 3000 wealth in buildings, the points generated from that wealth would be 25.

Colonists in vanilla are factored in at 43 points each. In the mod, they're valued 117 each instead.

The resulting total is then adjusted according to the 'ramp up' difficulty and your actual difficulty setting.

In vanilla, the points value is then adjusted if it is above 1000 or 2000 points. Effectively, points are halved beyond 1000 and quartered beyond 2000. In the mod, I take the fourth root of points beyond 1000. Maybe that's a bit too much. You tell me! :)

The idea is that you don't get punished for using your wealth to make the colony safer, but raids will still scale based on population.

Edit: I've started testing a slightly different way of working out the points beyond 1000.
Title: Re: [A12d] Less Incident Trolling (v1.3.3 / 28 Oct 2015)
Post by: RemingtonRyder on October 27, 2015, 10:35:35 PM
There's a new version today (v1.3.3 (http://marvinkosh.omniloth.net/?mod=less-incident-trolling)) which extends the population-only raid size calculation to Randy. However, the actual size of raid Randy sends at you will continue to be quite random.

If you don't play Randy Random then no need to download. ¯\_(ツ)_/¯
Title: Re: [A12d] Less Incident Trolling (v1.3.3 / 28 Oct 2015)
Post by: Zxypher on November 12, 2015, 03:14:42 AM
Love what you've done with the incidents and I agree the scaling for colony wealth was a bit weird but the current scaling with this mod installed so far isn't challenging for me. I currently have 9 colonists and 6 good turrets and the raids of even Mechanoids are laughable. (Just had to fight off a raid of 2 whole Scythers! :P) The most dangerous encounter I've had so far on Challenge difficulty is 3 Centipedes and 2 Scythers on a raid. If there is some random factor to the challenge of a raid I may just be getting unlucky...

I'd suggest possibly exploring the idea of Turrets still counting and maybe even some minor wealth scaling (Since good weapons/armor make a huge difference but I'm not sure how you could figure that in.)

Thanks for your hard work.
Title: Re: [A12d] Less Incident Trolling (v1.3.3 / 28 Oct 2015)
Post by: RemingtonRyder on November 12, 2015, 10:04:16 AM
Yeah, I guessed that the difficulty scaling might be a bit off. Thanks for testing it out. I think that the most obvious answer is to allow a little bit of scaling from buildings. Item wealth is not a great measure of how well-developed the colony is, because a stockpile of corn doesn't really equate to a sniper rifle, but buildings (like walls and so on) tend to give a rough estimate of the size of the colony.

Mechanoid raids will tend to be smaller because each mechanoid needs more points to spawn in than the average human.
Title: Re: [A12d] Less Incident Trolling (v1.3.3 / 28 Oct 2015)
Post by: Limdood on November 12, 2015, 06:21:53 PM
is it possible to only count item wealth from weapons and armor?

I know the game is capable of telling the difference, as the traders are already configured to buy only certain things (combat supplies traders in particular...anything you can sell to a combat trader should count towards raid wealth somehow...if it can be).

I might try downloading this mod to play a turret-less game when i start another of those up.  In the meantime, i don't want to build a turret-defended colony and then get tiny raids.
Title: Re: [A12d] Less Incident Trolling (v1.3.3 / 28 Oct 2015)
Post by: Zxypher on November 12, 2015, 09:41:08 PM
Quote from: MarvinKosh on November 12, 2015, 10:04:16 AM
Yeah, I guessed that the difficulty scaling might be a bit off. Thanks for testing it out. I think that the most obvious answer is to allow a little bit of scaling from buildings. Item wealth is not a great measure of how well-developed the colony is, because a stockpile of corn doesn't really equate to a sniper rifle, but buildings (like walls and so on) tend to give a rough estimate of the size of the colony.

Mechanoid raids will tend to be smaller because each mechanoid needs more points to spawn in than the average human.

Very true, I have faith you'll get it "The truth points to itself." after-all.
Title: Re: [A12d] Less Incident Trolling (v1.3.3 / 28 Oct 2015)
Post by: RemingtonRyder on November 13, 2015, 02:20:51 AM
Quote from: Limdood on November 12, 2015, 06:21:53 PM
is it possible to only count item wealth from weapons and armor?

Not as far as I know. Traders buy certain things because it's configured in the XML. Wealth tracking is done somewhere else, and only presents the options of Buildings or Items, alas. Perhaps the CCL guys or Tynan can get wealth tracking of particular item types in there.

I've tested a variation of the point calculation which adds 25% of the building wealth over 1000 to the raid points. On the easier difficulties (easier than Rough) this is 12.5% instead.

The building wealth is otherwise not subject to difficulty scaling, so a turret (for example) adds the same points to the calculation on Rough or Extreme Challenge. The overall points are still curved after 2000 points in total though.

Needs more testing before I release it though, so that I can be sure it actually makes a significant difference. :)
Title: Re: [A12d] Less Incident Trolling (v1.3.3 / 28 Oct 2015)
Post by: MisterVertigo on April 10, 2016, 09:38:18 PM
Has anyone tried this with A13 yet? Thanks!
Title: Re: [A12d] Less Incident Trolling (v1.3.3 / 28 Oct 2015)
Post by: m112 on April 10, 2016, 11:45:26 PM
man this game is not playable without this mod, hopefully it gets updated soon
Title: Re: [A12d] Less Incident Trolling (v1.3.3 / 28 Oct 2015)
Post by: RemingtonRyder on April 11, 2016, 05:35:23 AM
It's the first thing on my agenda for today! Unless the latest episode of High Rollers is up on YouTube, in which case I'll be watching that. :-)
Title: Re: [A12d] Less Incident Trolling (v1.3.3 / 28 Oct 2015)
Post by: Lomano on April 11, 2016, 10:53:15 AM
Quote from: MisterVertigo on April 10, 2016, 09:38:18 PM
Has anyone tried this with A13 yet? Thanks!
I tried this on A13. It doesn´t work.it crashed.
Title: Re: [A12d] Less Incident Trolling (v1.3.3 / 28 Oct 2015)
Post by: Lomano on April 11, 2016, 10:56:23 AM
Are you working on Alpha 13 ? This game is unplayable without this mod.
This mod is awesome. Thank you.
Title: Re: [A13] Less Incident Trolling (v1.3.6 / 11 Apr 2016)
Post by: RemingtonRyder on April 11, 2016, 02:30:03 PM
A13 version is up. If something goes wrong, please let me know, but it should be fine as far as I know.

v1.3.6 (http://marvinkosh.omniloth.net/?mod=less-incident-trolling) Dropbox (https://www.dropbox.com/s/pmcz8xerjzgnr8y/LessIncidentTrolling136.zip?dl=0) - Alpha 13 compatibility (including day length). Infestations won't happen for the first 45 days.
Title: Re: [A13] Less Incident Trolling (v1.3.6 / 11 Apr 2016)
Post by: m112 on April 11, 2016, 04:26:12 PM
cheers!
Title: Re: [A13] Less Incident Trolling (v1.3.6 / 11 Apr 2016)
Post by: Lomano on April 12, 2016, 07:27:36 AM
Quote from: MarvinKosh on April 11, 2016, 02:30:03 PM
A13 version is up. If something goes wrong, please let me know, but it should be fine as far as I know.

v1.3.6 (http://marvinkosh.omniloth.net/?mod=less-incident-trolling) Dropbox (https://www.dropbox.com/s/pmcz8xerjzgnr8y/LessIncidentTrolling136.zip?dl=0) - Alpha 13 compatibility (including day length). Infestations won't happen for the first 45 days.
Thank you! I let you know if i find any bugs.
Title: Re: [A13] Less Incident Trolling (v1.3.6 / 11 Apr 2016)
Post by: bigbobbear on April 12, 2016, 07:37:35 AM
i was missing this mod, its so noticeable to play a13 without it compared to a12 with it to the point i dont even want to deal with it
Title: Re: [A13] Less Incident Trolling (v1.3.6 / 11 Apr 2016)
Post by: FrankDrebin on April 13, 2016, 02:03:55 PM
I installed this but I honestly don't see any difference to a13 without it, I keep getting all kinda shit constantly, like at the moment I have toxic fallout and day later I get physic drone, stuff seem to break a part very often with or without this mod, so it is not working? or it is too mild to make any noticeable changes...
Title: Re: [A13] Less Incident Trolling (v1.3.6 / 11 Apr 2016)
Post by: RemingtonRyder on April 13, 2016, 03:41:35 PM
The difference is supposed to be subtle.

You will still get bad combinations of incidents, but a few of the supertroll ones have been sanity-fixed to not happen any more e.g. solar flare and heat wave. The only way in vanilla RimWorld to defend against that is to dig into a mountain where it's cooler. I feel that a heat wave on its own is enough of a problem without all the coolers suddenly dying!

The formula for calculating raids is different. Instead of penalising players for having better weaponry, the size of a raid is in proportion to colony population and a small percentage of building wealth.

Something to bear in mind, especially if you're used to Alpha 12, is that days are longer. Which means that more things can happen over the course of a couple of days - visitors, traders, raiders, stuff falling from the sky, squirrels swearing holy vengeance against your colonists' eyes. Your colonists can also get more done in a given day, so I'd say it evens out.
Title: Re: [A13] Less Incident Trolling (v1.3.6 / 11 Apr 2016)
Post by: Dspendragon on April 14, 2016, 04:38:59 AM
Is it bad that I no longer can play rimworld without this mod :P
Title: Re: [A13] Less Incident Trolling (v1.3.6 / 11 Apr 2016)
Post by: RemingtonRyder on April 14, 2016, 10:55:42 AM
If you would like to suggest that this mod be added to the vanilla game, go here: https://ludeon.com/forums/index.php?topic=13182.0
Title: Re: [A13] Less Incident Trolling (v1.3.6 / 11 Apr 2016)
Post by: m112 on April 14, 2016, 04:08:38 PM
my batteries still keep exploding every 2 days, is it just me?
Title: Re: [A13] Less Incident Trolling (v1.3.6 / 11 Apr 2016)
Post by: Dave-In-Texas on April 14, 2016, 04:46:44 PM
Quote from: m112 on April 14, 2016, 04:08:38 PM
my batteries still keep exploding every 2 days, is it just me?

did you rename 'NoConduitExplode.xml.off' to remove .off at the end? otherwise conduit explosions still happen.
Title: Re: [A13] Less Incident Trolling (v1.3.6 / 11 Apr 2016)
Post by: RemingtonRyder on April 14, 2016, 06:40:43 PM
Or get RT's Fuse mod: https://ludeon.com/forums/index.php?topic=11272.0
Title: Re: [A13] Less Incident Trolling (v1.3.6 / 11 Apr 2016)
Post by: Dave-In-Texas on April 15, 2016, 12:05:05 AM
Quote from: MarvinKosh on April 14, 2016, 06:40:43 PM
Or get RT's Fuse mod: https://ludeon.com/forums/index.php?topic=11272.0

Thats actually what I do :)
Title: Re: [A13] Less Incident Trolling (v1.3.6 / 11 Apr 2016)
Post by: m112 on April 15, 2016, 04:56:26 AM
Quote from: Dave-In-Texas on April 14, 2016, 04:46:44 PM
Quote from: m112 on April 14, 2016, 04:08:38 PM
my batteries still keep exploding every 2 days, is it just me?

did you rename 'NoConduitExplode.xml.off' to remove .off at the end? otherwise conduit explosions still happen.
oops.. ty!
Title: Re: [MOD] (Alpha 7) Less Incident Trolling (V 1.0.0 / 15.10.2014)
Post by: NephilimNexus on April 16, 2016, 03:55:59 PM
Quote from: Kolljak on October 16, 2014, 04:51:29 AM
So.... you cant beat Friendly Phoebe is what your saying.

The First Rule of Modding: The first comment on any mod that makes a game easier will be some troll trying to wave his e-peen around.
Title: Re: [A13] Less Incident Trolling (v1.3.6 / 11 Apr 2016)
Post by: Mathenaut on April 16, 2016, 04:56:44 PM
Oh how I've missed this mod in A13. Thank you.
Title: Re: [A13] Less Incident Trolling (v1.3.6 / 11 Apr 2016)
Post by: Gibson8088 on April 17, 2016, 01:03:23 AM
Can this fine mod be coded to include diseases?  I swear they are firing off like mad!  I am currently playing with what's supposed to be the tame storyteller on Basebuilder to try out some mods and my colonists are getting this disease or that practically every other day!  One poor colonist currently has muscle parasites, gut worms and fibrous mechanites!
Title: Re: [A13] Less Incident Trolling (v1.3.6 / 11 Apr 2016)
Post by: Jan2607 on April 17, 2016, 10:40:53 AM
Quote from: Gibson8088 on April 17, 2016, 01:03:23 AM
Can this fine mod be coded to include diseases?  I swear they are firing off like mad!  I am currently playing with what's supposed to be the tame storyteller on Basebuilder to try out some mods and my colonists are getting this disease or that practically every other day!  One poor colonist currently has muscle parasites, gut worms and fibrous mechanites!

Yeah, that would be really nice. In only 2 wekks, two of my colonists got really every possible disease... That's not funny anymore! :(
Title: Re: [A13] Less Incident Trolling (v1.3.6 / 11 Apr 2016)
Post by: RemingtonRyder on April 17, 2016, 03:28:11 PM
I will look into it. Diseases now have their own IncidentMaker class so should be interesting to see what's what.

Edit: I've looked into it and, I don't know what to do at the moment. Perhaps scale immunity to disease with difficulty, assuming that it isn't already done and I just can't see it. Once your colonists are cured, they have a period of immunity to that disease, as far as I can tell.

Maybe you should make a suggestion that native pawns have their own random set of immunities to local diseases, and that only pawns which arrive from space (like your three initial survivors) have no immediate immunity to the local strains.
Title: Re: [A13] Less Incident Trolling (v1.3.6 / 11 Apr 2016)
Post by: Gibson8088 on April 18, 2016, 08:49:55 PM
Quote from: MarvinKosh on April 17, 2016, 03:28:11 PM
I will look into it. Diseases now have their own IncidentMaker class so should be interesting to see what's what.

Edit: I've looked into it and, I don't know what to do at the moment. Perhaps scale immunity to disease with difficulty, assuming that it isn't already done and I just can't see it. Once your colonists are cured, they have a period of immunity to that disease, as far as I can tell.

Maybe you should make a suggestion that native pawns have their own random set of immunities to local diseases, and that only pawns which arrive from space (like your three initial survivors) have no immediate immunity to the local strains.

I looked at the files, too.  Technically it should be as simple as modifying the diseaseIntervalFactor, technically.  But is it a multiplier?  Or does it mean number of ticks or days between a chance of disease?  Set it too high and you may never see diseases, nullifying part of the challenge.  Or perhaps a modification to the mtbDays per disease in each biome.

But looking at these files makes me wonder if a Vaccination mod is possible.  GutWorm has a diseasePartsToAffect value of stomach.  Technically, no stomach = no GutWorm disease; which is a sad possibility in this game.  So what if each disease had a diseasePartsToAffect = immuneSystem?  Is it a nightmare to basically add a new "part" in this game?

Sorry, got the idea and had to ramble about it.  I'm not skilled enough to build a mod, sadly.  Happy to let anyone roll with this idea, though.
Title: Re: [A13] Less Incident Trolling (v1.3.6 / 11 Apr 2016)
Post by: bluestrike15 on July 16, 2016, 07:45:05 PM
Hope this mod gets updated! It really made Alpha 13 barrable for me.
Edit: Thanks for the reply  ;D
Title: Re: [A13] Less Incident Trolling (v1.3.6 / 11 Apr 2016)
Post by: RemingtonRyder on July 17, 2016, 05:02:07 PM
It will take a little while, I think. Currently I have stripped it down for testing and I'm looking to do something different with the next version. Same thing for my other mods.

Or, it's done. :)
Title: Re: [A14] Less Incident Trolling (v1.4.1 / 18 Jul 2016)
Post by: kaptain_kavern on July 18, 2016, 10:10:26 PM
Neat. Thx a lot
Title: Re: [A14] Less Incident Trolling (v1.4.1 / 18 Jul 2016)
Post by: ThiIsMe007 on July 23, 2016, 02:46:13 PM
I would also support the inclusion of (lethal) diseases in this fine mod.

I don't mind non-lethal diseases, like "flu" or whatever, happening as often as the storyteller commands it, with all the inconveniences that it implies.

However, I've recently had the case of a lethal disease (plague) that hit 50% of my colonists, including my only decent doc, within the first year of my colony, with no option to grow medicinal herbs (because of a collection of "eclipse", "cold snap" and "volcanic winter" after the first spring) or to buy them from traders in the required quantities (there was one only passing trader, who sold 1 batch of herbs and rat meat).

This happened on "Phoebe Chillax" "Basebuilding" difficulty.

In any case, thank you for sharing your work with us.
Title: Re: [A14] Less Incident Trolling (v1.4.1 / 18 Jul 2016)
Post by: RemingtonRyder on July 23, 2016, 08:15:35 PM
Okay then. What I'll do is mod the incidents for plague and malaria, and have them fire only after 75 and 85 days respectively have passed since landing. That's well over a year, long enough for you to pull together some medicine under less-than-ideal conditions.

Some of the other diseases are covered by a different mod.

I think it would be nice if Tynan added disease vectors. Infected animals, airborne insects, that sort of thing. But then it would be getting a bit Plague Inc and possibly you know how that game goes. ;)

Edit: Released v1.4.2 :)
Title: Re: [A14] Less Incident Trolling (v1.4.2 / 24 Jul 2016)
Post by: ThiIsMe007 on July 24, 2016, 09:48:32 AM
Thank you very much for the quick release.

My colonists about to "crash for a new game" and I sure appreciate it.
Title: Re: [A15] Less Incident Trolling (v1.4.3 / 26 Aug 2016)
Post by: RemingtonRyder on August 26, 2016, 04:20:25 PM
I've released an A15 version - see top post for links. There's no announcements thread yet for A15, hence the bump.