yeah i only incap the ones i want to keep. i'm almost on cycle 30 and i haven't seen a trader, much less a slaver, in over 20 cycles, so it's either convert or execute
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#2
Outdated / Re: Rhodes Mod List
December 23, 2013, 08:37:16 PM
First off, happy frakking holidays to all, so i understand if this will be missed for a bit.
Here's my situation, and I don't know how much of this you can or can't do (well, some i have seen, so you can) but here we go. I am at cycle 28 in the game, and i pretty much own the map. i finally had to turn to modding my save file so i had the resources to fix turrets, walls, doors, generators, etc from damage by bandit, lightning, fires, and general mishaps (one of my batteries exploded again? good thing it was in the isolated cell in the deepest part of the mountain...... what do you mean the fire is spreading and no one wants to put it out?!?!?!?!?) and also to add on to my rapidly and continually expanding armory (plan on invading a planet? i have a rifle and sidearm for your whole army) not to mention the genocidal-sized mass grave in the corner of the map, because although i get a bandit raid of 6-12 people every three days, i haven't seen a trader since cycle 9 (and yes, i check my com station every day, NO ONE is out there). now, don't get me wrong, i like a good turret defense, which is basically what the game has turned into (i even built a maze of walls for the bandits to get lost in trying to find my front door, which was amusing, until Zeus himself deemed it cruel and unusual and burned it to the ground..... twice), but i have a few hangups.
So here is the requested mod:
-Traders. lots of rich traders with the money to buy aaaaaaallllllllll my freaking guns. and a dedicated industrial trader once every few cycles who i can trade my abundant food stockpile for metals
-Increased wall, sandbag, and door health, and less flammability for buildings in general
-Increased power output from steam generators and solar panels (mainly a large boost from the steam generators, my base is large and my solar array is to massive) with increased battery capacity to get me through long nights and eclipses.
-decreased power consumption from sun lamps/standing lights
-severely decreased instances of battery explosion/short circuits/power overloads. my engineers have dealt with enough of them by now to be veterans in making sure they don't happen
-replace pistol bandits with LMG/minigun bandits, and remove "non-violent" bandits entirely
-increased turret health, no explosion upon destruction, increased accuracy, and if possible, replace the lmg with a shotgun with a slightly increased fire rate (think going from pump action to semi auto, but i don't know if you can do this without tweaking the shotgun base stats, which would be fine for RoF, but keep the range the same). increase the power drain so i am reminded to power them down when bandits aren't at my door
-make eating nutrient paste give a positive happiness boost instead of a negative one, but increase negative happiness affect for eating raw food
-decreased corpse, grave, and slag health, and increased flammability, i want that shyt to burn in the rain, dammit, think magnesium/sodium molotovs
-decreased animal spawns
-increased population cap
-Reduced grenade damage so it takes 2-4 grenades to destroy static objects instead of just one (although if the wall/door/turret HP is increased enough this shouldn't be as important)
that's all i can think of for now. let me know what you think
Here's my situation, and I don't know how much of this you can or can't do (well, some i have seen, so you can) but here we go. I am at cycle 28 in the game, and i pretty much own the map. i finally had to turn to modding my save file so i had the resources to fix turrets, walls, doors, generators, etc from damage by bandit, lightning, fires, and general mishaps (one of my batteries exploded again? good thing it was in the isolated cell in the deepest part of the mountain...... what do you mean the fire is spreading and no one wants to put it out?!?!?!?!?) and also to add on to my rapidly and continually expanding armory (plan on invading a planet? i have a rifle and sidearm for your whole army) not to mention the genocidal-sized mass grave in the corner of the map, because although i get a bandit raid of 6-12 people every three days, i haven't seen a trader since cycle 9 (and yes, i check my com station every day, NO ONE is out there). now, don't get me wrong, i like a good turret defense, which is basically what the game has turned into (i even built a maze of walls for the bandits to get lost in trying to find my front door, which was amusing, until Zeus himself deemed it cruel and unusual and burned it to the ground..... twice), but i have a few hangups.
So here is the requested mod:
-Traders. lots of rich traders with the money to buy aaaaaaallllllllll my freaking guns. and a dedicated industrial trader once every few cycles who i can trade my abundant food stockpile for metals
-Increased wall, sandbag, and door health, and less flammability for buildings in general
-Increased power output from steam generators and solar panels (mainly a large boost from the steam generators, my base is large and my solar array is to massive) with increased battery capacity to get me through long nights and eclipses.
-decreased power consumption from sun lamps/standing lights
-severely decreased instances of battery explosion/short circuits/power overloads. my engineers have dealt with enough of them by now to be veterans in making sure they don't happen
-replace pistol bandits with LMG/minigun bandits, and remove "non-violent" bandits entirely
-increased turret health, no explosion upon destruction, increased accuracy, and if possible, replace the lmg with a shotgun with a slightly increased fire rate (think going from pump action to semi auto, but i don't know if you can do this without tweaking the shotgun base stats, which would be fine for RoF, but keep the range the same). increase the power drain so i am reminded to power them down when bandits aren't at my door
-make eating nutrient paste give a positive happiness boost instead of a negative one, but increase negative happiness affect for eating raw food
-decreased corpse, grave, and slag health, and increased flammability, i want that shyt to burn in the rain, dammit, think magnesium/sodium molotovs

-decreased animal spawns
-increased population cap
-Reduced grenade damage so it takes 2-4 grenades to destroy static objects instead of just one (although if the wall/door/turret HP is increased enough this shouldn't be as important)
that's all i can think of for now. let me know what you think
#3
Help / Re: Incapication
December 23, 2013, 06:22:42 PM
i don't know how to modify the incap chance, however, once raiders have landed, figure out which raiders you want to incap, and as the fighting starts (or just before, as incap'd enemies can still be killed by wayward shots) save, then open your save file and search for the names of the raiders you want, then change their healthtracker to look something like this:
<HealthTracker>
<PawnHealth>31</PawnHealth>
<Incapacitated>True</Incapacitated>
<TicksToNextBleed>694</TicksToNextBleed>
<TicksToNextHeal>603</TicksToNextHeal>
<ForceIncap>True</ForceIncap>
</HealthTracker>
also, set their moving string to "False". save your changes and when you reload your save file, viola, instant incap.
<HealthTracker>
<PawnHealth>31</PawnHealth>
<Incapacitated>True</Incapacitated>
<TicksToNextBleed>694</TicksToNextBleed>
<TicksToNextHeal>603</TicksToNextHeal>
<ForceIncap>True</ForceIncap>
</HealthTracker>
also, set their moving string to "False". save your changes and when you reload your save file, viola, instant incap.
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