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Messages - Epyk

#1
Quote from: Feniks on March 11, 2015, 03:01:44 AM
Great hearing from you Epyk I can imagine it must feel so tedious to do the job that you have already done once so even more respect to you for doing it. If you choose to release stable version and then optimize it over time can I just have one request that you make sure it doesn't require new word after updates as it would be a huge pain.

I'll try my best.
#2
Quote from: Delekhan on March 10, 2015, 10:17:10 PM
Happy days are here again!

Have you had a chance to test your Alpha 9 pack for bugs or is this your first build for Alpha 9e?

No, I've had a stable build in my personal Google drive. I'm not sure what happened to all my files, but they were left corrupt or blank.

I changed a lot of things to void any conflicts, it'll take awhile to get things back. My balance sheet has been lost so I have to re-balance mods to work together. For example, mod A will be used over mod B because it produces say, iron, more efficiently.
Although I think I'll just get a stable version out and balance through-out updates.
#3
Alright everyone!
Everything seems to be coming back together slowly.
Had to re-upload a ton of the Epyk Pack files, work files, and personal files as everyhting was wiped. Unfortunately a lot of my personal work has been lost, but that hasn't stopped me getting an update to you guys.
Epyk Pack Twitter has yet to be recovered but it should be hopefully soon.

Alpha 9 Epyk Pack update will come. Getting hosts of errors I've fixed previously that need to be mended again. I apologize for any inconveniences.
#4
Very...original!
I'll give it go!
#5
Quote from: Devilsgamer666 on February 24, 2015, 10:01:38 PM
if i where to try for a survival challenge is disabling "darkness" allowable for a leader board placing

No.
#6
Quote from: Ember on February 24, 2015, 08:35:57 PM
just had my first run in with the horrors

https://www.youtube.com/watch?v=Iuuo6yl4dvA&feature=youtu.be

the other critters were easy, the spitters took a bit of courage and i guess strategy to take out

That looked like it hurt a lot!
#7
Quote from: hentiger on February 24, 2015, 07:24:47 PM
Your new alpha9 mod package is very very interesting and looks dangerous fun

It is dangerous and fun!  :D
Give it try!
#8
Quote from: general223 on February 24, 2015, 12:16:30 PM
We gotta have the weed mod in this packs Alpha 9 update, it's a really good mod :D

Maybe, if there's a huge demand for it.
#9
Quote from: Dofolo on February 24, 2015, 03:21:21 PM
Well, 1st game just ended in getting swarmed by 25+ euhm worms? Should've spaced out the turrets more.

Food is a hit or miss now, almost grown and then got the crops killed random event. At least I don't have to juggle 2 hunters around in the pitch dark now :)

Going for attempt #2

I try my best I keep Epokalypse challenging without it being downright terrible.
Any more feedback you can give will be much help!
#10
Quote from: TheBubs on February 24, 2015, 02:55:18 PM
Just had a fairly successful run. Afraid I didn't take a start Screenshot so may not be valid for the leader board but it was just a default start on Cass 100% sizes on a normal forest map.
My survivor colony - Folly.

http://imgur.com/TEHUcG0

Was doing pretty well. Had a solid reasonably safe base up and running, some small economy based on clothing and art. Lost a few people here and there to direct razor rain hits over time but held it together. Then the razor rain took out my main doctor, set the entire base on fire and left a few other people burned. With no one to care for them some wounds got infected and then a huge horde attacked with a double ant queen attack shortly after. No surviving power lines and some sickly colonists left me in a bind. I managed to fight that off eventually but was left with one poor guy who carried on for another month before having a bunch of pirates drop in and stab him to death with their crappy shivs.. RIP

Great run!
If you can give me the starting date I can post you up on the leaderboards.
#11
Quote from: Salfallen on February 24, 2015, 06:41:06 AM
why remove crash landing?

nvm i finaly got it the never ending spam of crypto sleep casket mail

It's not permanent.
It has a couple issues to get out of the way.
#12
UPDATE!

2.24.15 Epokalypse 1.02b
- Removed Crash Landing
- Slightly decreased crop growth
- Tweaked raid rates
#13
Tried this again for Alpha 8 and I must say, it's really great!
#14
Quote from: Dofolo on February 24, 2015, 02:28:22 AM
Gave this a whril yesterday,

But 20 out of 20 games are lost because of ... food ... furthest I got was like 4 days in with 8 folks. All starving and a zombie horde, so I guess that one is over too if I ever decide to start it again.

Because you give so many colonists, and nerf the food growth (I think it is nerfed?) you have to micro manage 2 hunters all the time. Half of that time the map is black ... and then they get sick and even if the med kits did not get burned they are used up quickly with all the wounded.

Only option to play is to kill off any extras coming from space and hope the fires don't wipe out all the food, but then I cannot have two hunters keeping up with food, because there's noone to mine//build defenses etc... I guess I could eat the extra colonists ...

So basically you're busy more with restarting and food management then actually playing, building defenses and fighting hordes of crap trying to kill you.

Or I guess I could be doing it wrong. Playing on Randy / Cassandra at 30 - 60 - 100% variations.
Thanks for your experience!
As for food, are you getting traders?
I increased traders arrival chances above the vanilla game. Buy up their food if you get the chance.
#15
Quote from: Sadler on February 24, 2015, 12:14:27 AM
Quote from: Grynnreaper on February 23, 2015, 10:11:16 PMIs this getting updated for 9?
In fact, it already works nice with alpha 9 because there is no dlls or other a9-incompatible elements. Of course, you can change target game version inside about.xml to soothe your perfectionism or something ;)

That's what I noticed after taking a look at it.