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Messages - Azzinoth

#1
Support / Re: Steam workshop downloads not supported
March 16, 2020, 11:26:54 AM
Quote from: Tynan on March 16, 2020, 06:32:54 AM
On further prompting and investigation, it turns out that there is a setting for this. Seems like Steam added it at some point and it defaulted to off. I've enabled it.
Thank you very much! I can confirm that it works now.
#2
Calling in reinforcements is OP, because it is free, so you can use them as fodder. It would be much more interesting if every ally that dies would cost you 1 favor. That means if you are careful and fight together with them and prevent them from dying you can lower the cost. Using them as fodder would only be worth the cost in case of an emergency.

Quote from: Tynan on March 10, 2020, 06:56:26 AM
I think a lot of gain could be had with a simple per-psycast cooldown for some psycases (e.g. 1 berserk pulse per day regardless of entropy) but that's adding some ugly complexity so I'd kind of rather avoid it.
I think you already have some kind of cooldown mechanic with entropy, it is just not restrictive enough at the moment. If you increase the entropy cost of all abilities and halve the entropy recovery rate, you would essentially put all your psycasts on cooldown if you use an ability of your level, but you might be able to cast multiple lower level spells.

Also all the AoE psycasts are op because you can hit so many targets by pulling them into a bottleneck. Making it a random chance would make the ability useless against lower enemy numbers, so maybe a maximum number of affected targets would work here. Alternatively replace them with abilitys that don't make the targets completely helpless, for example mass burden instead of mass berserk.
#3
Support / Re: Steam workshop downloads not supported
March 06, 2020, 09:44:13 PM
Quote from: Canute on March 06, 2020, 04:27:00 PM
Because steam want to bind the player at their platform.
No, there is a setting for each game to change that. For example you can download all mods for Don't Starve with the downloader I posted, but you can't download any mod for Rimworld. That setting can be changed by the developers/steam. So I'm asking why this setting has been changed for Rimworld, since in the past it worked.

Quote from: Canute on March 06, 2020, 04:27:00 PM
Not sure about the downloader you used at the past.
I use
http://steamworkshop.download/
and worked fine so far.
That downloader doesn't actually work either, it only downloads old backups that they still have saved on their website from when you still could download rimworld mods. Because of that the mods you download there are all outdated.
#4
Support / Re: Steam workshop downloads not supported
March 06, 2020, 03:39:06 PM
Quote from: Canute on March 06, 2020, 02:28:14 PM
You still should be able to manualy install mods like the regular DRM-free user like me.
Download the mod and unzip/move it to the Mods folder of the installation.
That is not the question. Some mods are only avaiable to download on steam workshop and nowhere else. The question is why is the workshop for this game configured to forbid manual downloads.
#5
Support / Steam workshop downloads not supported
March 06, 2020, 11:20:30 AM
Hi,

I have the game on gog. Some mods are only available on the steam workshop, but in the past I was at least able do download them using sites like https://steamworkshopdownloader.io/ and install them manually. But now it tells me "download unsupported by game". Since this works fine for other games apparently some setting has been changed to specifically disallow this. Is it intentional that gog users can't download all mods for this game?
#6
Releases / Re: [B18] ResearchPal and HelpTab
February 26, 2018, 02:26:38 PM
Hello,

it would be nice if the HelpTab could also show base resouces stats. For example if i want to know what the market value or the mass of steel is the HelpTab cant help me unfortunately.
#7
Outdated / Re: [B18] Set-Up Camp v2.1 - B18 Update
February 26, 2018, 02:18:45 PM
First, thank you for this very cool mod. However i noticed that it shows the Camp-Flag in a wrong orientation if you zoom in close. Is it supposed to do that? It just looks a bit weird...

Also i have one request: In the vanilla game if you form a caravan on a temporary map it collects all items automatically and forms the caravan instantly. Would it be possible to activate that feature for camps as well or make it an option?

[attachment deleted due to age]
#8
Bugs / Re: [B18] Plant cutting shows no relevant skill
February 24, 2018, 07:24:04 PM
I want to add that the crafting job has very misleading informations as well. Currently stone cutting, smelting and refining chemfuel and so on don't benefit from a higher crafting skill and also don't give experience for that skill. So all colonists regardless of their skills can do this job equally well. This leads to the very confusing situation that all the tasks from the job that is literally called crafting and shows crafting as related skill are in reality NOT related to the crafting skill at all.
#9
Bugs / [B18] Plant cutting shows no relevant skill
February 21, 2018, 04:26:09 PM
The tooltip for plant cutting in the work tab doesn't show any relevant skill, but the growing skill does affect the speed at which plants are cut and it gives xp for the growing skill. I think the plant cut tooltip should show growing as relevant skill, because otherwise it leads to the false assumption that any character can do plant cutting equally good.
#10
This is because the "Plant harvest yield" doesn't affect the yield directly, it gives you a chance for a completely failed harvest. So you always either get full yield or none. The chance for failing is 100%-"Plant harvest yield" stat and because the chance for failing can't be lower than 0, "Plant harvest yield" is effectively capped at 100%.
#11
Ideas / Re: B18 Feedback: Melee vs Ranged Balance.
February 13, 2018, 03:39:10 PM
I want to point out that the Melee Skill must be taken into account here. If you are attacking a ranged enemy you have most likely a much higher melee skill than him, giving you more DPS advantage. Also, the changelog of A17 states, that you get an additional dogde chance the higher your melee skill is, effectivly lowering the DPS of your enemy.

Quote from: A17 ChangesRemoved post-process curve from melee hit chance so it uses the simple level-by-level tuning. It'll be much harder to hit things now at low melee skills. Note: Default hit chance is 0.6 for pawns without skills. This equals the chance of a pawn with melee skill 6.
Added a melee dodge stat, so better melee-skilled pawns will have more advantage. Pawns don't melee dodge while aiming or firing ranged weapons.