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Messages - Constance68W

#1
Releases / Re: [A17] Psychology (2017-9-12)
September 16, 2017, 12:46:49 PM
Quote from: Madman666 on September 15, 2017, 03:20:57 PM
Quote from: MCreeper on September 15, 2017, 10:47:55 AM
It plays just as usual for me. Whyit should be CPU-melting?
Because of many more different factors that are taken into account during social interactions for example? Especially when colony grows significantly.

Mods or no mods, late game play is dreadful if your CPU isn't good enough.
I only have issues at 3x speed in late game, thankfully..

Single-threading at it's finest!
#2
Outdated / Re: [A17] RT's Weapon Pack
September 14, 2017, 07:04:50 PM
What is RT working on?
#3
Great mod, wonderful to see real-time trade between the community and even just with friends.

One complaint/nuisance - I can only trade items that are on the floor in a stockpile.
I can't use the vanilla shelves or modded shelves.

Any fix or ideas here?
#4
Outdated / Re: [A17] Smoke Mortar
August 19, 2017, 05:40:51 PM
@TheWrongColonist, it may be a conflict with Combat Extended.

Try loading Smoke Mortars AFTER Combat Extended.

I see that your Mortar is named "81mm Mortar" in your Security Tab, so that may be the issue.

Let us know how if it changes.
#5
Releases / Re: [A17] Psychology (2017-7-16 v2)
August 11, 2017, 07:34:14 PM
Quote from: Schwartz on August 04, 2017, 08:35:18 PM
Hey, you mentioned that colonists from pre-existing saves are grandfathered in without psyches. Is there an easy way to make them auto-generate psyches through save editing, or would I have to enter values by hand?

You'll need to edit your save..
Open your save file and replace all instances of Class="Pawn" with Class="Psychology.PsychologyPawn".
#6
Fleet control should be an extension of singular control, really.
Simple yet effective!


#7
I was actually about to post a link to that, knowing that's one of my major (if only?) issues with this mod..
#8
Weird... I haven't even messed with the turrets... :/

@SpaceDorf - I've been taking a pair of mortars and enough steel for sandbags, some medicine and packaged survival meals, dropping some sleeping spots in case we get wounded.. All hands on deck for my raids.
#9
***BUG***

So, I've got my dropships placed at their landing pad...
I loaded in my save this morning to see that when I "select" the dropship.. None of the actions at the bottom of the screen come up?
WHAT HAPPENED?!

This also happens when you select the "set parking/landing zone" icon..

And I also can't deconstruct my dropships.. I had to get the DevConsole up and use the destroy tool, so at least I saved the ChemFuel..

---EDIT---
Going back to 1.32 has fixed this issue.. :/

---EDIT, Pt 2---
The Dropship seems to be duplicating some items in my Pawn's inventory into the cargohold..
#10
I play for longevity... Have a colony last until it becomes unbeatable in Raids, Food Production, Hold-Out time, Etc.. Then I can claim a victory, but I just love playing, watching everything happen, help neighbors get some great stuff, help them beat back some Raiders, do some trading, all that fun stuff.

The Dropships have only sped that up dramatically..
I can effectively set up a small outpost near a Raider outpost, send my second ship with fighters and an empty cargo hold..
Then move a few to the Raider objective to "scout", then land my dropships beside them with the Mortars/MGs/Whatever we brought to assault.

It also makes trading nice, if you do that alot, but I prefer to wait for traders to come to me, they usually.. more often than not, have alot more of what I actually need.

I do agree, though, that the fuel consumption could be upped... I spent SOOO much money on ChemFuel during trades and all that, it's barely disappearing and I've done at least 6 combat landings and a good amount of exploring different tiles for stashes.

And to go back to another point, I've never used a ground caravan since I got OHU's Dropships..
#11
Releases / Re: [A17] Psychology (2017-7-2 v2)
July 03, 2017, 09:33:08 PM
Quote from: Linq on July 03, 2017, 08:19:01 PM
Quote from: Constance68W on July 03, 2017, 07:54:40 PM
So, I've just added this mod at the request of a friend to "diversify" my socially inept colony..
I like it so far and what it adds..

How do I get the Psyche tab to appear to a colony in progress?
Open your save file and replace all instances of Class="Pawn" with Class="Psychology.PsychologyPawn".

I'm new to that in particular.. any recommended program to use for it?
I edit a lot .sqf for ARMA III, will Sublime Text 2 work?


***Edit - It worked!  8)***
#12
Releases / Re: [A17] Psychology (2017-7-2 v2)
July 03, 2017, 07:54:40 PM
So, I've just added this mod at the request of a friend to "diversify" my socially inept colony..
I like it so far and what it adds..

How do I get the Psyche tab to appear to a colony in progress?
#13
Quote from: Canute on July 03, 2017, 04:18:09 PM
I just installed the mod to an existing colony, and now i am geting a black screen with outpost icons other factions.
I still can play, but can't use the world map.
Any way to fix this ?

What other mods are you running?
I just updated and used the previous versions and have never had that issue..
#14
You're right, but these are some pretty sturdy looking ships..
I'd bet they could stand up against some RPGs/Small Arms Fire.

Not sustained or accurate, but enough to land their troops at the edge or a quick swoop and drop..
Similar to Mass Effect's Kodiak or Halo's Pelican?

Just some ideas.. Either way, I'm beyond ecstatic that I finally have dropships in RimWorld.
#15
Releases / Re: [A17] Mending
June 30, 2017, 11:05:57 PM
If you crafted it/built it/found it, you need to tick that "allow non-deadman" so that way they can fix it.

If you took it off a body, then it's not working properly, but I've never had any issues with Mending and any other mod.. :/