Playing on the naked and afraid scenario I lost the fight to a raiding party. I only had the one pawn and the raiders kidnapped her. The game just continued on like nothing happened. I am guessing there should be a message or game over. If I recall when everyone dies it prompts you to quit or wait and see if someone joins.
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#2
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.4d: Syndicate (31/12/15)
January 28, 2016, 10:59:13 AM
Do earthquakes feel OP to anyone? One earthquake destroyed every bench and 80% of my walls.
#3
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.4d: Syndicate (31/12/15)
January 19, 2016, 10:12:14 PMQuote from: Masquerine on January 19, 2016, 08:10:52 PMQuote from: dunka on January 19, 2016, 03:44:33 AMYou only need solid and high conductivity, the cheapest combination being cast-iron and aluminum. You can simply disable using ultrasolids (permalloy, alnico) from the material choices. Steel and copper are also cheap sources for solid/high conductivity. It should look like the attached picture.
How do people usually get production for spare parts up and going? The ultrahard requirement seems pretty rough for a component needed so much, especially early.Quote from: Batpeter on January 19, 2016, 08:02:48 PM
Cheers! Will it need a new colony/world?
Thanks, I should have realized that. Appreciate the help!
#4
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.4d: Syndicate (31/12/15)
January 19, 2016, 03:44:33 AM
How do people usually get production for spare parts up and going? The ultrahard requirement seems pretty rough for a component needed so much, especially early.
#5
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.4b: Syndicate (05/12/15)
December 23, 2015, 03:15:22 PM
I've been using the latest git version, and it's been great. One thing I am getting a little stuck on though is the requirements for mechanisms. It asks for 'alpaca alloy', not sure if that is a typo or not. Digging in that is actually 'CupronickelAlloy', and can be made from the electric smelter. Mechanism are pretty essential for most things so this seems like it blocks progression pretty hard. Am I just missing something?
Ok, nevermind, it seems like the list expands as I mine more things, so can use copper etc.
Ok, nevermind, it seems like the list expands as I mine more things, so can use copper etc.
#6
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.4b: Syndicate (05/12/15)
December 20, 2015, 03:31:46 PM
Seems like there is something going on with rimdogs. I've noticed they tend to bug out and disappear. So if I have one targeted to hunt, and come back later sometimes the hunt icon will still be in place, but there is no animal there. If I select it I see the error instead of their information:
JobDriver.GetReport() exception:
System.NullReferenceException: Object reference not set to an instance of an object.
at Verse.Pawn.GetInspectString () [0x000000] in <filename unknown>:0
Sometimes when loading a save I also see:
Exception drawing RimDog834446: System.NullReferenceException: Object reference not set to an isntance of an object at RimWorld PawnUtility.GetPosture (Verse.Pawm ) [0x000000] in <filename unknown> :0
JobDriver.GetReport() exception:
System.NullReferenceException: Object reference not set to an instance of an object.
at Verse.Pawn.GetInspectString () [0x000000] in <filename unknown>:0
Sometimes when loading a save I also see:
Exception drawing RimDog834446: System.NullReferenceException: Object reference not set to an isntance of an object at RimWorld PawnUtility.GetPosture (Verse.Pawm ) [0x000000] in <filename unknown> :0
#7
Outdated / Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
March 29, 2015, 08:43:13 PM
So I 'saved' a colonist by putting his torso bitten self in a cyro pod. Would it be possible to remove the alerts of "colonist bitten" etc for ones in pods? Basically ignore the ones in stasis.
Thanks!
Thanks!
#8
Outdated / Re: [MOD PACK] (Alpha 9) Epokalypse 1.01 [Added Crash Landing!]
February 22, 2015, 08:14:21 PMQuote from: Ember on February 22, 2015, 04:13:46 PMQuote from: Epyk on February 22, 2015, 03:12:33 PMQuote from: Novellum on February 22, 2015, 02:54:43 PMQuote from: Tasher on February 22, 2015, 02:06:09 PMWhat exactly does the razor rain do?
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
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.
#9
Outdated / Re: [MOD PACK] (Alpha 9) Epokalypse 1.00 [Leaderboard! How long can you survive?]
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.
#10
General Discussion / Re: Call for public testers!
February 12, 2015, 11:29:29 PM
I'll help test!
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