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Messages - TheSilencedScream

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General Discussion / Re: Alpha 17 is on public unstable branch
« on: May 09, 2017, 09:38:46 PM »
Is the wanderer event disabled? I like to play from scratch with a single colonist and it is a bit hard now to get new people. I played for a while and only got escape pods and refugees.
The base chance of a wanderer joining is set to 0.2, which is incredibly low compared to others.
RefugeePodCrash: 1.0
RefugeeChased: 2.5

Out of these three population increasing events, there's only a 5% chance of it being a wanderer joining you.

Glad to see that. I typically disable it, as I want to control whether or not I took on another survivor. Randy liked to give them to me when I was struggling to feed the mouths that I had already.

Mods / [Request] Berating Assistant
« on: July 28, 2016, 02:34:49 PM »
So on the Steam forums, someone made a joke about tooltips (specifically here), so now I have to make good on my word and at least request it.

If possible, could a mod be made to overwrite the current in-game hints to make them more insulting and - potentially - less helpful?

General Discussion / Re: A14 is here. Your thoughts?
« on: July 18, 2016, 01:44:58 AM »
its your choice if you want to start with something good or not. the game is almost unplayable though for me without prepare carefully.

Unplayable?  How?  It only takes me a few minutes of clicking "Randomize" to get someone who can shoot, someone who can cook, a doctor, a negotiator, and a researcher.  That's all you really need at the start.  Sure, having crappy constructors, miners, and farmers will slow you down, but is that really detracting from enjoyment of the game?

To an extent, being able to control SOME aspects does detract for me, yes.
I'm glad EdB put out a A14 version, even if it is bug-free.

I like to feel involved and feel some kind of attachment to my pawns, so I styled them after myself and my friends. Suddenly, it's a challenge to see what we can survive through.

I don't care about picking skills. I do like (to a limited extent) being able to pick starter pet(s) and weapons; but, primarily, designing characters that somewhat resemble the people that I'd like them to look like DOES add to my enjoyment.

I'm actually really enjoying XCOM 2 right now, specifically because I've modeled some of the units in the same way. It's made an already great game into something even better, if only on a personal level.

I won't lie - I'm very sad to hear that this is the case, EdB.

Your mods, in my honest opinion, brought the game to a whole new level. I'm glad to see that some of your UI has been modeled into the game, but Prepare Carefully was what made the game special to me - I could figuratively create myself and my friends in the game, and that made the experience feel that much more unique. I hurt when they hurt, I was sad when they were starving, and I fondly remembered my friend as we butchered him so that the rest of us could survive another brutal winter.

I hope you'll reconsider in the future, but regardless - thank you for contributions. Your work has brought this game to entirely new level of enjoyment for me.

Outdated / Re: [A13] No Diseases Mod
« on: April 25, 2016, 02:58:31 AM »
i really don't like this mod!
diseases were made to make the game harder...

So don't use it.

I guarantee there are mods you use that a lot of us think are silly.
That's the beauty of mods: they're for whoever wants them.

Don't look down on the product of someone who took time to add an option to the game, otherwise you risk sounding ungrateful.All of the mods and modders here should be respected and appreciated, because they're the ones that elevate Tynan's already impressive game to a whole new level.

Just a quick update:

Six months is a long time--I have not played RimWorld or looked at any of my mod code in about that long.  I've been reserving judgement on what I was going to do about Prepare Carefully and the Interface mod until I got a chance to look at Alpha 13.  I was hoping I could do a quick update to make it compatible with the new features, without doing any kind of major rethink.  So far, that does not look likely.  It looks like there's a change to the way that the game loads up the map that is no longer compatible with the core technique that I used to replace the UI in the Interface mod and to swap in all of your customizations from Prepare Carefully when you start a game.

I will spend some time to figure out if I can tweak it a bit to get it to work--there are a couple of alternatives that I'm considering--but parts of it may need some significant reworking, and I'm not sure how quickly that will happen.

So unfortunately, I have no estimate on when you might see Alpha 13 versions.  It could be quite a while.

As always, EdB - take your time.
I'd much rather wait months for a mod from you than you to rush, get burned out, and stop. I said it months ago, but it's still true - the last version of the game that you mod for will almost certainly be my last as well. Tynan has an amazing game, but by opening it up to mods, it's to the point that I couldn't play without them.

Your interface is essential to me, and being able to set up my colonists (within reason) adds to my enjoyment (I love running with just one and seeing how he/she ends up!).

How long did the A12 EdB P.C. mod take to update?
This could give us a rough estimation of how long we have to wait for an A13 EdB P.C. update.

I imagine it'll be a little longer than that, giving that I bet he'll add in the social aspects - sibling/parent/spouse/ex-lover/etc - so that we can establish the starter's relationships with one another.

General Discussion / Re: Last Update
« on: April 06, 2016, 03:59:11 PM »
To piggyback off of all of these comments...

A13 is now. Perfect time to come back. :)

General Discussion / Re: Released!
« on: April 06, 2016, 03:57:46 PM »
Excited to see the new release!

Will be sure to download once many of the mods have caught up. The new content looks fantastic, and I'm VERY much looking forward to it, but I have to stand by some of my essential mods.

Stories / The Crashed Ship. Of Hope.
« on: March 30, 2016, 12:16:14 PM »
I've been away from Rimworld for some months and still getting back into the swing of things. So, instead of Randy on extreme, I dropped it down to challenge. This isn't for measuring purposes - this is to preface: I wasn't prepared at all.

Power short circuit.
Heat wave.
Power short circuit.
Three of five colonists catch malaria while we're down to 3 medicine.
Poison ship crashes.

They're struggling, and I haven't even built defenses yet. And then the message pops: Raid! They're about to die, I know. I line up the firing squad, as I don't like save scrubbing, and await their deaths.

One hour passes. Two. Three. Where the hell is this raid?

I scroll across the map to see the last of the raiders bleeding out near the crashed poison ship, where four scythers now circle the ship. The scythers become an uneasy ally - and they protect my colonists from the next four waves (the sizes of which my colony certainly wasn't prepared for).

They have finally fallen, the scythers, but we have built a memorial in their honor. The fallen, brave machines are recognized and appreciated by our colony.

But I'll be honest:
When that next raid shows up, my colonists are ****ed.

Outdated / Re: [A12D] Community Core Library v0.12.6
« on: March 29, 2016, 06:43:47 PM »
Alas, should've read comments before I downloaded.
I'm also missing anything to research and, two hours into setting up and building, I've now discovered it.

Not really looking to commit to a new fresh start...
Any workaround or suggestion on other mods I could tack on with ARDs to make the research menu pop?

the research not showing bug happened to me as well, but here is how i managed to somehow fix it.

1. disable ALL the mods you have (don't touch core) and close the game
2. reopen the game and enable only CCL and then close the game again
3. reopen the game again and enable the rest of your mods, then close the game yet again
4. reopen the game a third time and now it should hopefully manage to load your mods correctly.

might have something to do with the thing that the game doesn't load all assets unless you reopen the game exe for some reason
and it might have left some unneeded data from the previous install? (I'm mostly quessing here, but it worked for me)  :P

I appreciate the assist, but this did not fix it for me.

Outdated / Re: [A12D] Community Core Library v0.12.6
« on: March 28, 2016, 03:06:28 AM »
Alas, should've read comments before I downloaded.
I'm also missing anything to research and, two hours into setting up and building, I've now discovered it.

Not really looking to commit to a new fresh start...
Any workaround or suggestion on other mods I could tack on with ARDs to make the research menu pop?

General Discussion / Re: Alpha 13
« on: October 01, 2015, 01:21:27 AM »
All that being said, of course, it'll likely be quite some time until we see the new alpha, given that Tynan's taking a break for a while.

General Discussion / Re: Things I Wish I'd Known Sooner
« on: September 19, 2015, 06:33:37 PM »

huh?!? leave a space where? I assume it's not before or after the door, as it is always the case, so ... to the side?

If you leave an open space on your wall, as in, nothing in it, non-sappers will always go for that entrance, making it easy to build killboxes.

If you have a chance, I'd like to see a video of what you mean by this, please.

As it stands, I generally leave the entrance to my base open and wall off the sides (think U-shaped) and then place buildings inside - with my turrets standing between the open entrance and my buildings - but sappers will always go for the outer walls, while the opening is only entered by regular raiders.

4 days in a row now, im getting [out of keys, try tomorrow] when i enter my email, aren´t any keys left?

He says in the original post that there's only 100 keys (all fake, of course). The idea was to stress test, bug, break, and cheat the system for when the REAL delivery system comes around, for those who have purchased the game.

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