At some point this game needs to stop the content updates and focus 1 update on AI.
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#1
General Discussion / Re: Frustrating AI/behaviour and micro management
August 02, 2016, 02:31:11 PM #2
Outdated / Re: [A12d][ModPack] The ModVarietyPack
March 16, 2016, 04:05:57 AMQuote from: Canute on March 16, 2016, 02:58:31 AM
Like the Elite-commands from Glittertech ? :-)
But they are only a thread at their first few drops, after that you pickup their weapons and use these against them.
Yeah maybe they should be Robots then, so they don't leave their weaponry.
#3
Outdated / Re: [A12d][ModPack] The ModVarietyPack
March 16, 2016, 02:51:46 AM
This game needs some kind of elite pirates that only come in droppods inside your base and are in full set of armor with good cqc(smg/shotguns/melee) weapons. We might actually have casualties to these elite bastards.
#4
Outdated / Re: [A12d][ModPack] The ModVarietyPack
March 15, 2016, 03:35:21 PMQuote from: Shad on March 15, 2016, 03:28:55 PM
What's wrong with norbal raiders for you? Couple of minigun turrets + colonists with long range weapons = no-one gets to melee. In case some people get close, keep one or two colonists with the deadliest short range weapon - the light pistol.
Its not that I have problem with Norbals, I have problem with how weak the Armed raiders are compared to Norbals. Why do I get raids with 50+ Norbals and only like 10 men armed sieges???
I play on Hildegarde Extreme, I get raided non stop. Whenever I see guns, I immediately know this is gon be EZ mode.
#5
Outdated / Re: [A12d][ModPack] The ModVarietyPack
March 15, 2016, 11:31:29 AM
There is a weird disparity between Enemy raids with guns and the primitive tribes. I am more afraid of Masses of Norbals than other raiders. If I get a raid of Norbals with 50 enemies, then equivalent of that in raiders with guns will be like 10-15 enemies(which is laughable).
Mechanoid attacks seem ok, but Rimsenal enemies are so weak that again Norbals are more formidable.
Mechanoid attacks seem ok, but Rimsenal enemies are so weak that again Norbals are more formidable.
#6
Outdated / Re: [A12d][ModPack] The ModVarietyPack
March 14, 2016, 05:37:57 PM
Why are Rimsenal Federator/Arranger so weak while Centipede is so absolutely insane?
#7
Outdated / Re: [A12d][ModPack] The ModVarietyPack
March 14, 2016, 03:52:56 PMQuote from: Shad on March 14, 2016, 03:38:54 PM
I have no problems with Xerigium. Do you definitely have the temperature and lighting requirements? Is the growth displayed as 100% or more? No herbiroves with access to the area?
If all the game conditions appear fulfilled, is this definitely a clean install with no other mods? The base value in the mod pack is a lifespan of 30 days and growing time of 10 days.
100% 110% on fertilized soil. Animals are not eating the plants, they just dissapear 1 by 1. Clean install no extra mods. This didn't happen in the beginning as I remember I did get like 100 Xerigium stockpiled, but at some point I noticed I wasn't getting any.
There was toxic fallout long time ago. I have Xerigium inside under the lights and outside, both say 100%+ growth and yet they just keep dying off, my colonists keep replanting them.
EDIT: seem to have found out the issue. Xerigium is super sensitive to temperature. Had like 26 degrees in a room, they were dying off.
Other plants don't mind 30 even 40 degrees.
#8
Outdated / Re: [A12d][ModPack] The ModVarietyPack
March 14, 2016, 02:29:40 PM
Why does my Xerigium keep dying while growing all the time? No matter the type of soil/lighting conditions, it just keeps randomly dying.
No toxic fallout, clear weather, growing season.. wtf is happening.
No toxic fallout, clear weather, growing season.. wtf is happening.
#9
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 07, 2015, 07:47:23 AMQuote from: Enjoyment on November 07, 2015, 05:53:48 AM
Hello there, did you add separate bills for different stone types to stonecutting table, as was suggested? It really sucks to explain the importance of this feature every time (really, guys, I had to explain it even to Itchy! Oo). But once again - without this mod you CAN'T make a stock of 200 marble and 300 slate blocks IN ANY WAY, cause the vanilla systems counts all the stone blocks you have in your stockpiles, so if you already have 300 slate blocks and then add a bill 'make stone blocks until you have 200 from only marble' it WON'T do anything. So please, make sure this small mod is allways in your pack. And if it is already in, I'll definately will grab your mp and try it - a new farming system seems to be the most interesting big thing since Abrexus made his SC's new research tree.
Yes he did. xD
#10
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 05, 2015, 09:54:03 PMQuote from: simon-82 on November 05, 2015, 11:33:45 AM
Uhm, so I am away from my thread for a couple of days and this happens?
Oh well, nothing better than some good old Internet drama I guess? LOL
Anyway, I have been working on the modpack in the meantime![]()
And I bring you today version 1.1 of the ModVarietyPack
What has changed:
So I heard you guys do not like seeds very much? I kinda do, but in all these posts was one idea that really got me thinking. It was this one here:Quote from: Sukha on November 02, 2015, 04:01:02 AMSo I got to work and came up with a new system without seeds.
Farming is already balanced by the work required to maintain it. I would rather like to see a mod that limits the farmable land at the beginning and makes the player cultivate land first before farming is possible. I am not talking about crazy shit that requires electricity. I am talking about irrigation and fertilizer that was practiced by humans long before electricity.
In the new version there is a new system in place that only lets you gro on land you cultivated for growing first. On this soil you can plant the basic (Tier I I'm calling it) plants. Later you can fertilize the soil by adding Mulch to it. This allows better plants to be grown (Tier II). The next step would be to add water to the soil, this allows Tier III pants. And finally adding both (Fertilizer + Water) allows for "enriched soil" to plant the best plants in the modpack.
So far I think it's a pretty neat system.
Well shit, mad respect and credit goes to you my friend. The system you describe is exactly what I had in mind lol, but don't let me get in on the limelight here.
Will try the new version asap.
Quote from: Dopper on November 05, 2015, 08:33:41 PM
Love the new farming system.
By the way do you recommend a clean install?
Ive been overwriting without problems or should i expect any on the long run?
Always clean install, if you encounter bugs you have no right to report them if you do a dirty install like that.
Delete all mods including core, copy clean core from backup, delete modconfig, start game without mods. Install new version of modpack, play.
About the new version:
Playing on Hild Extreme, getting only tribal raids now. Are other raids ever comming? I have many hostiles in the Factions tab, but no one ever comes.
About tribals, maybe add Norbals/Pirates for some variety? (will need to balance their weaponry though)
#11
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 03, 2015, 06:49:35 AMQuote from: Fluffy (l2032) on November 03, 2015, 03:03:06 AM
honestly guys, you want something from a modder and having a massive row with random bystanders in his front yard is how you're going to get him to do it?
Maybe if you asked nicely instead of trying to convince him you're right...
Dude releases a modpack and asks for feedback. People download and test his unfinished modpack and report on the issues they feel they have.
I have done mods in other games and know how hard it is to test shit out alone.
And to all the carebears that came to the thread after a certain Sky released a shitstorm with his nonsensical comments: You can stop pretending like you are above this shit and actually use your time to test the modpack and write something constructive, instead of commenting on other ppl behavior.
Forum moderators pretend like its some heavenly no aggro zone with all the Warnings, while smartasses post passive-aggressive shit and get away with it.
#12
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 02, 2015, 11:02:05 PMQuote from: Sukha on November 02, 2015, 07:39:55 PMQuote from: skyarkhangel on November 02, 2015, 07:28:03 PM
I have no idea what you are trying to say. English is obviously not your strong suite. Since you managed to ignore everything I wrote and drew weird parallels and conclusions about things I never did.
You realize I actually criticized your mod for being too easy because of the turrets you have in the mod?
Yep, i always focused primarily on russian community and this is my first experience with an English-speaking audience. As you, drew weird parallels and conclusions about "not playable" balance.. I did not notice, that for example, russian let's players had real problems.
I agree, turrets overpowered, but they have a very low vitality and big cost. It's real, just compare the simple machinegun with artillery or tank cannon and think about how many times this weapon effectively.
The guy obviously takes my sentences out of context and disregards any of my arguments in his answers.
I cannot say anything to the dude without getting Warnings for offending a non fluent english speaker. How am I supposed to carry this discussion? Someone enlighten me.
#13
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 02, 2015, 08:09:33 PM
Removed rather offensive post, this kind of posting will not be tolerated. You have been warned.
-Ramsis
-Ramsis
#14
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 02, 2015, 07:39:55 PMQuote from: skyarkhangel on November 02, 2015, 07:28:03 PM
it only says that you don't have a normal game experience.
Broken, unbalanced... Oh yees.. in UOM like would work all fine, Nine everyday fix and fix their bugs with no end. And as mentioned above, i spent a lot of time for development own mods, textures and have a much less time for balancing everyday.
About complexity. Of course you would like build only automatic turrets with killboxes. Great game! And then measure who's killboxes better. I am fighting with this part of game. By the way in next version, the chances of diversion increased about 5-6 times. I don't dispute that there are Russians, like you
I have no idea what you are trying to say. English is obviously not your strong suite. Since you managed to ignore everything I wrote and drew weird parallels and conclusions about things I never did.
You realize I actually criticized your mod for being too easy because of the turrets you have in the mod?
#15
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 02, 2015, 07:08:41 PMQuote from: skyarkhangel on November 02, 2015, 06:48:41 PM
Seeds is one of the best mods, all your conclusions based on the fact that you want a simple gameplay. I played UOM too, its much easier then vanilla. For me personally, i'am lost interest in the game after 6-8 hours, because there is no difficulty even on extreme difficulty.. I got everything I wanted. What the main goal in UOM? It wasn't, Nine only add and balanced mods for game with no main goal. So I set a goal to create a really complex modpack, that it forced to turn on the brain. To think and ponder how to win, how to solve the problem, eventually how to survive.
Perhaps this is due to the mentality. Here in Russia, most of players don't know about UOM, but who knows, find it too simple as a sandbox. Sometimes I even thought to remove HCSK modpack from ludeon forum, because statistics says that about ~70% downloads from Russia anf i spend superfluous time on the English version of the game.
No one ever seems to care to defend their love for Seeds by countering Arguments. You attack my position by saying my sense of balance is based on UOM, when in fact I didn't bring up UOM in my opposing arguments.
I never mentioned I want easy gameplay, SK mod is ezmode with its crazy turrets so don't get me started on that. Just because SK has nonsensically complex production chains doesn't make the game any harder.
You like to attribute Hard gameplay to bad design, that's your choice. Hard and Annoying are not =
Good game mechanic either works or is deleted, you cannot have buggy shit in a game and tell your players to just not use the mechanic a way in which its broken.
At no point was I praising UOM either, it was very unbalanced as well. Which is the reason I would like to see a more condensed modpack concentrating on balance, which in turn would make the game actually harder.
I am Russian too, what does that say about your theory?
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