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Messages - Igams

#1
Releases / Re: [B18] A RimWorld of Magic
June 06, 2018, 12:29:47 AM
Quote from: Torann on June 05, 2018, 10:09:38 PM
I believe the issue is the tech level tagging being used for some of the creature summons.  I will have it deconflicted next update, but that might be a few days since the Warlock/Succubus class is in mid-development.
In the meantime, if you're feeling daring, you can apply a temporary fix to your mod by changing the tech level:
Navigate to the TMagic mod folder ./defs/PawnDefs/Faction_Elemental.xml
Open that up and change the faction for both TM_ElementalFaction and TM_SummonedFaction to "Neolithic"

That fixed it thanks for the help!
#2
Releases / Re: [B18] A RimWorld of Magic
June 03, 2018, 06:14:43 PM
I already posted this in the Steam bug reports thread but I'll post it here as well in case you see this first.

The minion spell gets broken(it doesn't summon anything) when using Jec's new 'The Third Age' mod here: https://www.patreon.com/posts/lord-of-rims-age-19181731

Here's the error I get when using only HugsLib, JecsTools, The Third Age, and A RimWorld of Magic. Switching the load order of this mod and The Third Age has no effect either.

Failed to find Verse.PawnKindDef named TM_Minion. There are 64 defs of this type loaded.
Verse.Log:Error(String)
Verse.DefDatabase`1:GetNamed(String, Boolean)
Verse.PawnKindDef:Named(String)
TorannMagic.Projectile_SummonMinion:Impact(Thing)
AbilityUser.Projectile_AbilityBase:ImpactSomething()
AbilityUser.Projectile_AbilityBase:Tick()
TorannMagic.Projectile_SummonMinion:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Missing kinddef
Verse.Log:Error(String)
TorannMagic.Projectile_SummonMinion:SingleSpawnLoop(SpawnThings, IntVec3, Map)
TorannMagic.Projectile_SummonMinion:Impact(Thing)
AbilityUser.Projectile_AbilityBase:ImpactSomething()
AbilityUser.Projectile_AbilityBase:Tick()
TorannMagic.Projectile_SummonMinion:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#3
Quote from: wedekit on October 06, 2017, 12:43:33 AM
I know these mods are all part of an overall package, but I wish they all had their own threads to focus the discussions. I'm not gonna go through 40 pages of forum posts to see if my werewolf and cult question(s) were answered elsewhere, so here we go.

First of all, anyone who isn't inspired and impressed by Jec's mods is lying. So, with that in mind, on to my post...

Cults


  • I feel like keeping things vague is a tendency of this modding community, and laying out mechanics of mods isn't smiled on. However, I think one thing that would be helpful is a little more information regarding cult performance. I did get a random tip that said wearing appropriate garb to rituals would increase performance. I'll admit I poked through the coding (which took forever because I don't really know C#) and there is clearly a bit more to the formula than wearing robes. The presence of statues (do they need to be adjacent, in the "viewing" window in front of the altar, or what?), if the deity prefers altars inside or outside, the kris (sacrificial dagger), I saw a mention of pews (but couldn't tell what they were doing), etc. I would have never thought to address any of these things unless I looked at the code. Perhaps some more flavor text/feedback at rituals to indicate if the deity is pleased on the various levels. "[blank] is disappointed by the absence of idols."
  • Back to the code, there's an indicator of whether the "stars are right" or not. Is this just flavor text for a bad RNG roll, or is the day actually a predefined thing? Perhaps a way to offer a sacrifice to see if the stars are right would add a little more depth to that.
  • What the hell does transmogrifying my pet actually do? All I could tell was that my muffalo's texture changed... that's about it.

Cosmic Horrors


  • Others have mentioned that the horrors don't seem to be all that difficult. I am on the fence about it... especially for the reason below
  • Since I've installed this mod, all my raids have been Cosmic Horrors. And this is hours of gameplay. So, basically, I have yet to use a human sacrifice because I just get monsters. And the fact they tend to swarm means I spend most of my time burning their ridiculous number of corpses... otherwise I'd have to deal with the inevitable debuff of people witnessing a horror. So their priority in the raid list (if that is even such a thing) really needs to be toned down, in my opinion.
  • Dark Young are the bane of my existence. As soon as I kill one batch, another group spawns shortly after. They keep away from my base... until they don't and I'm getting stomped by them. There's no point actively trying to eradicate them because they'll just be back. All my colonists pretty much now have an artificial limb of some sort because they seem to be really good at destroying them. I don't really have a suggestion on what to do about this. Perhaps being high in favor of a deity keeps their cosmic horrors at bay?


Werewolf



  • Has anyone found a decent way to keep the full moons tolerable? I know you can deactivate them, but I still need to level all the forms of my guy. I used to just send the werewolf as far away from my base as I could but they still managed to break down a few doors. Movement bonus and all that... (Plus you have to send them back to the spot and have them reequip all their gear). I made a small room two (granite) walls thick and with hallway with 5 granite doors and they usually don't make it through all 5. Wondering if anyone has come up with anything better? And that doesn't waste so much granite blocks.
  • I see damage immunity mentioned (only in the context of silver bypassing it), but it is never properly defined anywhere. I have yet to fight anyone in werewolf form and be immune to any kind of damage. Is it just a heavy damage reduction or what? It's hard to tell because they get a huge boost in health as well for being in form.
  • Any good use for the Glabro form? I see it has a learning factor of 2.0... Supposed to be a "work" form or...? It's the only form without a passive bonus listed.

Thanks for the info. I'm also wondering about the silver and damage immunity thing. I want to use a combination of Jecs mods including the werewolf/vampire mods with the medieval times/edition mods so I can play something like a medieval era World of Darkness campaign but I'm worried I won't be able to kill werewolves since I won't have access to power to build a machining table and therefore silver. Let me know if you find anything out about that damage immunity please.
#4
Quote from: Jaxxa on May 29, 2017, 04:49:11 AM
From what I have seen this mod might not be needed anymore.

That's interesting. I notice you still recommend this for your Embrasure mod though so I guess this hasn't been proven yet? I wonder what happened. Maybe A17 changed targeting mechanics?
#5
Quote from: Lennbolt7 on July 14, 2017, 09:49:53 PM
I can't seem to get oathtaker to work. Pawns get the perk but they never resurrect on death. Do I need to do something to activate it?

I didn't have to do anything special. Send my pawns out in the wilderness to die. Then they resurrect. I think it takes a while? Maybe a day? The first time I did it was at night time and the pawn resurrected right when the sun was rising. Was very surreal.
#6
Anyone else have this issue? Bion and Ogre corpses appear 3 times each as an option in corpse storage settings. I'm not sure if this is a glitch or there's different entries for each of the different versions of Bions and Ogres?

[attachment deleted by admin due to age]
#7
Outdated / Re: [A17] Traps Plus
July 09, 2017, 03:19:40 PM
Looks neat! I'm looking forward to see where you take this.
#8
Xen great work on all the mods! I love using all of your races, they not only look great but are very well balanced. But I noticed there doesn't appear to be EPOE patches for the Racc and Vulpine races on the github, but I see them on the steam workshop? Also the Xenn EPOE patch on github is for A16. Has this been updated yet or is it still in the works? Don't mean to be a hassle, I'm just curious  ;D
#9
Releases / Re: [A17] Orassans 🐱
July 08, 2017, 06:08:47 PM
Quote from: Canute on July 08, 2017, 05:10:01 PM
Do you got the latest Alian framework installed ?

Quote from: Diana Winters on July 08, 2017, 05:15:41 PM

Is the patch loaded after Orassans and EPOE 2?

Hey Canute you were right. I needed to update my Alien Framework with the latest patch. Sorry for the novice mistake and thank you both for the fast replies!

I'm in game now and everything looks great. Thanks so much for the fantastic mod Diana!  ;D
#10
Quote from: MCreeper on July 08, 2017, 03:07:57 AM
2. Statues of the god, perhaps. Damn thing don't give bonus to attention and too expensive to be totally useless. If you have non-cultist colonist, you shouldn't let him go on spellcasting - god will be "angered by presence off unworthy" and spell likely will fail horribly.
5. Not permanent, and wears off pretty fast. Just don't make fully insane wimp fight - he will be bedridden for a long time.  ;D

Don't know  much myself because "raid upon raid upon raid" troubles and bug in first play that locked me away from any gods except Hastur.

Alright thanks that's good to know  ;D
#11
Releases / Re: [A17] Orassans 🐱
July 08, 2017, 04:46:04 PM
I got this error when installing this mod and the EPOE add-on. Should I be worried about anything? Sorry, I'm new to modding this game :D

[attachment deleted by admin due to age]
#12
Absolutely love this mod but I have a few things I can't figure out.

1. On the first page it's mentioned that there is a clothing bonus that affects preaching and chance of a successful spell, but does it have to be the new cultist clothes to get the bonus or can I get a bonus from any high quality clothing? If the cultist clothing does have an effect on the mechanics does wearing the clothes of a specific god matter? For example, if I wear the mask of Cthulhu while making a sacrifice to Cthulhu will I see more of a benefit than wearing another God's mask? And another thing about the clothing bonus; do only the clothes of the Preacher/Executioner matter or does the clothing of the audience affect it as well? Will I have more success if I force everyone to wear cultist robes and Cthulhu masks when casting a spell or preaching?

2. With that said is there anything else that affects either spell success rate or preaching effectiveness? For example maybe the Social skill or the Talking stat for Preaching? I can't think of any skill/stat that would affect spell success except maybe Intelligence? What about your favor with the specific god in question or the number of cultist you have? I could see those things having an effect but I'm not sure.

3. Can the Dark Young and the Byakhee(or any other new tamable pets, those are the only two I've found) breed and have offspring? I've got a whole bunch of Dark Young and I've never seen them breed. But even in Vanilla the larger and rarer animals almost never breed so it's hard to say.

4. Is Starry Wisdom supposed to give you the both the Psychopath trait and the Cannibal trait? The flavor text seems to imply this but I've used it several times and only get the Psychopath trait. Was it changed or is this just a bug on my end?

5. Are the new Insanity conditions and their various tiers permanent? Do they ever regress or disappear completely? Or is a pawn stuck with it once it crosses into each new tier of Insanity?

6. Do the obelisks have an effect on anything or are they just awesome decorations?

7. Holy crap, Unspeakable Oath is crazy. it's kind of weird how the effects of it aren't detailed in the new trait they get once resurrected or displayed in some kind of health condition. I'm trying to figure it out and from what I can tell it completely removes any need to sleep or eat, locks their mood at a constant 50, and all of this without any kind of drawbacks? At least I couldn't find any drawbacks in my testing of it. Is there anything I missed here, either positive or negative?

If anyone could help me with any of these I'd really appreciate it. I've spent a lot of time testing this mod but I'm stumped on these.
#13
Quote from: Canute on June 15, 2017, 01:22:46 PM
- I think the exp gain for Force is a bit to much. Should be lowred by 50-75%.

- I think pawn's shouldn't get Force XP from regular task. They should get a big exp gain from using their abilities. And small exp gain when they are meditate on the pads (should be forceable like the training items from Misc. mod). Meditate at the pad should move their alignment too.

- Choke is a bit to strong, not only stun the target, at adept/master it allways down the target for short while. Easy way to capture the target. The chance to down the target should be lowered.

- The tailoring bench got plenty of these noncraftable faction appearals.

- custom (sith) robes crafting is far to cheap, just 50 material, even a duster need 80. Not to speak about these very high stats compared to a duster.

I agree with everything here completely. This is my favorite mod but I think a lot of us feel it's too unbalanced right now.

I'd like to suggest that force sensitive traits should be rarer. Lore wise Force sensitivity occurred in only around 1% of the population. Now it doesn't need to be that rare but I think making it rarer would do a lot to address the balance of how powerful just a few Force users are, without having to actually weaken the Force users themselves. As it is right now I think they're way too common.

Basically, making force EXP rates much slower, Force sensitivity itself much rarer, and greatly increasing the price of the new items is the easiest way to balance out the mod. Personally I'd rather see these balancing issues addressed before new content is added.

This next part isn't as important but just something to think about for future versions. Lore wise Force users could use any Force power no matter if they were Light or Dark side and certain powers were just easier to use depending on the alignment of the Force user. You could instead handle this like the official Star Wars RPG games, where depending on your alignment Force powers cost more to use. For example, a Light side Force user can still use Force Lightning, but it costs 100% more Force energy than if a Dark side user used it. And vice versa for a Dark side Force user who uses Force Heal.

Anyways thanks for the great mod you guys!