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#46
Outdated / Re: [MOD PACK] (Alpha 8) Epyk Pack 1.18y[More balance!]
February 21, 2015, 03:40:20 PM #47
Outdated / Re: [MOD PACK] (Alpha 9) Epokalypse 1.00 [How long can you survive?]
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!
To compete, you need to give me full screen picture proof of your starting and ending year through the Epokalypse.
Happy surviving!
#48
Outdated / Re: [MOD PACK] (Alpha 9) Epokalypse 1.00 [How long can you survive?]
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
2.21.15 Epokalypse 1.00
- Initial release
- Reduced all meat drops
- Reduced crop growth rate
- Various core tweaks
#49
Outdated / Re: [MOD] (Alpha 9) Glassworks IIX
February 21, 2015, 11:39:17 AM
Glassworks appears to be causing a long host of errors.
#50
Outdated / Re: [MOD] (Alpha 9) Glassworks IIX
February 21, 2015, 11:03:53 AM
Thanks for the update!
One of my personal favorites.
One of my personal favorites.
#51
Outdated / Re: [MOD PACK] (Alpha 9) Epokalypse 0.6b [Test release - Mods n' Fixes!]
February 21, 2015, 11:00:36 AM
Couple more hours of testing and a new update will be released.
#52
Outdated / Re: [MOD PACK] (Alpha 8) Epyk Pack 1.18y[More balance!]
February 21, 2015, 11:00:07 AM
Download links are fixed. They were broken.
#53
Outdated / Re: [MOD PACK] (Alpha 9) Epokalypse 0.6b [Test release - Mods n' Fixes!]
February 20, 2015, 09:42:00 PMQuote from: Novellum on February 20, 2015, 08:53:47 PMWell then.
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.
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.
#54
Outdated / Re: [MOD PACK] (Alpha 9) Epokalypse 0.6b [Test release - Mods n' Fixes!]
February 20, 2015, 07:52:27 PM
Well, meteors will need some touching up.
#55
Outdated / Re: [MOD PACK] (Alpha 9) Epokalypse 0.6b [Test release - Mods n' Fixes!]
February 20, 2015, 05:56:42 PMQuote from: Novellum on February 20, 2015, 05:54:17 PMI'll have to give all meat drops a tweak. Things need to be scarce.Quote from: Epyk on February 20, 2015, 05:51:46 PMThe 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.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.
As for ants, I'll give some work. Also, how often do they raid? Are you getting attacks from zombies yet? How about mechanoids?
#56
Outdated / Re: [MOD PACK] (Alpha 9) Epokalypse 0.6b [Test release - Mods n' Fixes!]
February 20, 2015, 05:54:59 PMQuote 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!
#57
Outdated / Re: [MOD](Alpha 9) Horrors - Update 1
February 20, 2015, 05:53:18 PMQuote from: Viceroy on February 20, 2015, 05:47:15 PM
Oh and Epyk would you let me know if anyone ever has some valid points on balancing?
I am starting to go from the prototype phase into a more balanced version. I did a preliminary run on this so far, but it still has some ways to go. I have had very little time for testing. And with all the things that are still coming I can't quite go balls deep on balancing yet.
Basically though the attacks should be consisting of 100's of worms 10's of viscerals and a few lone spitters. In the future naturally the worms will have less of an active role in attacking.
Oh and I forgot to mention, I changed the AI on them some, so they now won't necessarily attack you if you are too far away. Meaning the Horrors will essentially populate a section of your map until you eradicate them. This is in preparation of the nesting behaviour. From where they will periodically attack.
Sounds great!
I'll give you pointers if myself or users think the Horrors mod feels unbalanced.
#58
Outdated / Re: [MOD PACK] (Alpha 9) Epokalypse 0.6b [Test release - Mods n' Fixes!]
February 20, 2015, 05:51:46 PMQuote 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.
#59
Outdated / Re: [MOD PACK] (Alpha 9) Epokalypse 0.6b [Test release - Mods n' Fixes!]
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!
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!
#60
Outdated / Re: [MOD PACK] (Alpha 9) Epokalypse 0.6b [Test release - Mods n' Fixes!]
February 20, 2015, 05:25:47 PMQuote 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. 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 PMBecause 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.
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.
Those meteors sure are a pain huh?