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Messages - isavegas

#1
I've stumbled across a few bugs with OHU Dropships, not that it has stopped me from enjoying the hell out of the mod! :)


  • Colonists will randomly stop loading dropships and wander off to do other tasks, forcing endless micro-managing in order to get anything done. :/
  • My downed colonists are always being dropped off in the dropships when rescued, which has the same effect as putting them into a cryosleep casket. This includes autonomous rescuing by colonists and animals.
  • You can shove an infinite amount of items into a dropship by loading it up to just under max and having your colonist get back out and load it again, as the Load screen doesn't account for items already stored in the ship.
  • Hitting the "Launch/Return Fleet" buttons does nothing. WIP?
  • Ships don't always drop exactly in their park location, often landing with an offset of up to 3 or 4 blocks, deleting anything they land on. Intended? Likewise, perhaps having a ship drop on the map without specifying a location should have it find an open location, as I have told two dropships to land in an unexplored map tile simultaneously, and the second deleted the first. :(
  • Return ship sometimes allows it to fly farther than its fuel should allow. Other times, it will attempt to fly farther than it can and crash. Perhaps a popup asking if the user is sure would be a good idea, if you don't want to flat out disable the button when the ship is too far from home?
  • Events cannot be interacted with from a dropship. Attempting to touch down on a tile that has an event simply generates a generic small camping map.

Thanks for all of your hard work! OHU Dropships is a great addition to my modlist!
#2
Quote from: Walking Problem on February 09, 2018, 08:31:14 AM
hmmm... haha, but the point of this mod is to push you out of your comfort zone...

Standard raids are "too easy"....

You guys can stay tune though... but I wont guarantee I will ever add the options... =P

For now, I just deleted the flying bugs incident from the relevant XML file. ;) I'm definitely going to keep an eye out for updates, though.
#3
Releases / Re: [B18] Vegetable Garden Project [1/8/18]
February 11, 2018, 12:42:55 AM
I am somewhat confused about the meat pies. They cost 10 meat and 6 flour, but they only give you one food item, which has 17 nutrition. The vast majority of the pie is going to waste.
#4
Outdated / Re: [B18] Prisoner Ransom 1.0
February 09, 2018, 05:42:53 AM
Quote from: minakurafto on January 29, 2018, 09:14:23 AM
make cool down per failure attempt, so it's not just spam to get ransom, make a couple days like vanilla trade request, an option of chance enemy raid after failure/ raid if critical failure only is nice
Quote from: Canute on January 06, 2018, 04:35:14 AM
But then i want a 25-50% chance of raid on success too. The Faction boss want to have his silver back.

Quote from: dodviper on January 09, 2018, 05:30:59 AM
Hi! I really like your mod and always thought that this is a missing in-game feature,
but i think it would be better if the raid size was based on one of the base storyteller's decision, and also it needs some days delay as travel time (and the player should'nt be able to ransom during this time), or if not tribals they could arrive with drop pods.

Also I don't know if these are possible, never tried modding :)

I second these ideas! I really don't understand why faction goodwill goes up on a successful ransom, though. If somebody imprisoned one of my people and wanted to sell them back to me, I'd raid them even if I did pay the ransom. Thankfully, that's configurable. :) However, while I set the goodwill to decline, this means that it really only makes sense to ransom people I capture from an enemy. I think it would be a good idea to allow ransoming enemy factions, add cooldowns (per faction), and to have ransoming (successful or not) cause the faction to send a raid that scales with how much they hate you. In any case, this is a fun little mechanic to leverage. Thanks!
#5
Releases / Re: [B18][MODLIST] Glitter Tech
February 09, 2018, 05:32:57 AM
Quote from: Canute on February 07, 2018, 02:24:25 AM
isavegas,
i think you miss a thing.
When you pawn get shot with an incendiary weapon, he don't seek cover, he run in panic he is burning. And at which direction he run is random. So it is a 50% chance he run toward the enemy.
Thats why these APB weapons from Glitter Tech made them so dangerous.
The burning effect prevent them from shooting back.

It is completely illogical to immediately run at the person shooting at you, just because your sleeve got caught on fire. Nobody would do that, in any situation. Running around in panic is understandable, but the direction should never be towards the enemy or tiles containing fire. The fact that the colonists are abandoning their post and not firing for a few seconds is more than enough of a negative status effect.
#6
Quote from: Walking Problem on February 08, 2018, 11:37:08 AM
Quote from: isavegas on February 07, 2018, 01:17:44 AM
The specialized bugs are ridiculously overpowered. Firefly bugs are flying through my roof and spewing explosive fireballs straight through the walls. Likewise, my base starts exploding within seconds of the siege bugs spawning, killing all of my colonists before I even have a chance to have my colonists react.

Welcome to the Starship Troopers Arachnid mod.  ;)

I just wish you could configure them. :/ I guess I could use the maximum map size to mitigate the seige bugs on my next colony, but the only way I've found to survive flying bugs is to immediately evacuate my base, leaving doors open, and shooting them as they follow my colonists out the door, which isn't always feasible. Beyond those two mechanics, I really like this mod.
#7
The specialized bugs are ridiculously overpowered. Firefly bugs are flying through my roof and spewing explosive fireballs straight through the walls. Likewise, my base starts exploding within seconds of the siege bugs spawning, killing all of my colonists before I even have a chance to have my colonists react.
#8
Releases / Re: [B18][MODLIST] Glitter Tech
February 06, 2018, 04:22:29 PM
I really need a mod that fixes the burning colonist AI. When my colonists get shot with an incendiary weapon, they invariably wander out of cover, directly towards the person shooting at them.
#9
Releases / Re: [B18] Vegetable Garden Project [1/8/18]
February 06, 2018, 06:26:11 AM
Could you replace the `’` character in the About.xml for VGP Garden Drinks with a regular single quote mark? It looks like your text editor (Word/WordPad?) is using a "private use two" character instead of the single quote. It's causing encoding issues due to not being within the UTF-8 charset that your XML file is promising you adhere to. :)

http://www.fileformat.info/info/unicode/char/92/index.htm