Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Sierra Mike

#1
Right click isn't working after removing leader role in custom ideology.
Right click didn't work after starting a new game (clean install,no mods).
So I traced it back to removing the leader role in ideology custom creation.
Several random games with leader: right-click works. Several random games stating without leader role : right click doesn't work.

Moderator note:

This was an issue with removing leaders, which is now no longer possible. Unfortunately a new game is needed to get around this bug.
#2
Funny stuff ,the opposite thing happened,now maps spawn with no interesting stuff on it at all ,not even 1 bush of food.
Can't even heal the incapacitated one,takes 7-10 days to get back.Tried to make little settlement for a few days to heal him,that doesn't even work.Where you have other events for new colonists at your doorstep.
Compare it to the prisoner camp event:you don't get jumped,you get 'more then you can carry' loot & don't have the insane long drag half-dead but a 'help you carry' add.
Basically this is an event created & made hard where the idea is you try 2 times or so ,then learn to avoid the whole cursed thing forever. Or remember you've read this and don't try ever.
#3
Ideas / Re: My problem with skill decay.
August 15, 2018, 05:59:50 PM
Got on my bike today ,was couple of months ago,if Tynan had his way I would have felt flat on my face.
#4
Ideas / Re: Revamp skilled/dumb labor
August 15, 2018, 05:55:26 PM
Dev keeps finding the extremely annoying 'incapable of dumb labor' a good thing : up to 58 classes now have it, plenty of who make no sense.Same for the violence thing(44 classes),of course a poker player is incapable of violence even in a survival situation and will die of bunny attack.
#5
No,it gets lost;maybe Zelanie you just got lucky.

1 man on trade mission,plenty of spare rooms,his room untouched(just visit of cleaner) ,upon return took bed in un-medical bed in hospital instead of his luxury-room(greedy type).
#6
General Discussion / Re: Food poisoning chance
July 27, 2018, 11:00:50 AM
As it turns out ,my kitchen stayed dirty (room stats display) because of bug: 1 square with stool(in front of stove) & zone for fine meals with meals lying there (so meal+zone+stool) makes dirt there unselectable to manually clean or auto clean (cleaner cleans rest of room);only upon removing something ,the dirt is accessible to clean.
So please make the game being able to handle several things in 1 spot before spamming us with food poisoning.

How much does spoilage matter for food poisoning? Halfway spoiled matters (i'm poor & buy discount food regularly,never had food poisoning;Tynan pretty sure soon to be millionaire.) ?
#7
General Discussion / Re: Food poisoning chance
July 27, 2018, 07:55:43 AM
So would a small or a larger kitchen be better?
A small : less to clean or a la
#8
Bugs / Re: [1975]Animal training goes back down
July 27, 2018, 07:00:22 AM
Labrador 0 % wildness &  doggie goes to get 3wood all the way across the map with handler chasing him.Then comes back down passed right passed handler,doesn't stop or get trained:is on a mission with tiny wood supply.Handler keeps chasing till sleep.In other words ,it's harder to train when they are already trained,so silly.
Whats fun in games is the progress you make,going backwards: hate it, frustrating on a ...food poisoning level.
Also watching a youtuber buying 2 lynxes ,pretty sure they'll never get trained at all.
See it as a negative modifier for my enjoyment of the game.
#9
Bugs / [1975]Animal training goes back down
July 26, 2018, 04:16:55 PM
Even when trained animal trained skill goes back down again,something to do with human memory mechanic ?
My dog in game has now reads: "Haul V 6/7 ",dog is still hauling ,but handler is chasing him all over the map without catching him.
At some point obedience was also V 2/3.
Animals in this game are still more a nuisance then it's worth.Has 9 terriers pop up,immediately formed sell caravan.Only this labrador held because of penalty when losing it,might still get to shoot the annoying thing.
p.s. have to start over because i'm not english speaker & the some verification questions suck.
#10
Followme isn't working for me,the key is there (home) in game,but that or right-click doesn't do anything.Description on start menu is there also.
I notice ModHelperDefs is missing in a14 version,but maybe the ccl dependency is removed.At least something is different.
Playing a game with only 2 colonists,I could really use this mod.