Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Leif

#1
The concept alone on this mod is fantastic.
#2
Quote from: UMK on April 05, 2015, 08:31:04 AM
Quote from: Leif on April 05, 2015, 02:51:28 AM
Looks quaity, but why no shout-out to the obviously Halo/Destiny ripped inspired weapons and armor?  (i.e. the Frost looks like most Destiny auto rifles; the Glacier like the covenant sniper rifle; Trollbane is basically identical to the magnum pistol, ORM is basically identical to the gravity hammer, Dverger is obviously Spartan armor, Pacificator is basically identical to the human assault rifle, "Interactor" looks very much like generic warlock armor in Destiny, etc.)  Kinda shady to not give any credit.
All assault riffles in Halo is basically indentical to M-16, should Bungie give any credit to Colt/ArmaLite? Only visor of Dwarf armor looks sort of familiar. You have very strange metrics of 'basical indentity'.
So: proof or didn't happen.

LOL, yeah OK buddy. Nice attempt though.  I see the Rimworld "Modders can do no wrong" white-knight train continues at full speed. And now with 100% more inaccuracies about M16's as a bonus!


#3
Looks quaity, but why no shout-out to the obviously Halo/Destiny ripped inspired weapons and armor?  (i.e. the Frost looks like most Destiny auto rifles; the Glacier like the covenant sniper rifle; Trollbane is basically identical to the magnum pistol, ORM is basically identical to the gravity hammer, Dverger is obviously Spartan armor, Pacificator is basically identical to the human assault rifle, "Interactor" looks very much like generic warlock armor in Destiny, etc.)  Kinda shady to not give any credit.
#4
Thanks, but I don't need a lecture.  Just because "I never had a problem at any zoom level" (i.e. anecdotal) doesn't mean that it's not the problem. Clearly something about zoom levels was triggering the bug, because it did it every single time, 100% repro rate, repeatable across multiple instances of the game, upon passing a certain zoom level. Whether the problem lies within the mod itself, or in interaction with the game's mod system as a whole, or something entirely different isn't the point. Saying "it has nothing to do with X" when you actually have no idea what it has to do with because you didn't encounter the same problem, is unhelpful to the extreme.

As for the rest, I'll continue to give whatever kind of criticism that I please, in whatever kind of tone that I please. If Rikiki has a problem, he/she can take it up with me directly. And if you think that's "destructive" criticism, simply because I said that the mod was unplayable in a prior version, you definitely need to grow a thicker skin (not that it was directed at anyone other than the modmaker in the first place). I've got 15 years of game development experience; I can tell you that I've heard far harsher criticisms than "I can't recommend this."

Nobody benefits when you try to shut down criticism with tone arguments (look it up). Feedback is feedback; a good modmaker will take it and do what they want with it.

As for the current version, I'll give it a try now that it's updated and see if the bed glitch persists. Hopefully the invasiveness/speed of spread has been toned down as well (as it makes food a complete non-issue).
#5
Quote from: Wastelander on February 26, 2015, 01:13:12 AM
QuoteCould you remove the beatings/slaves not working I ask because when you beat them they use an entire med kit to heal em even if it's just a punch to the face. I do like it because it's nice and realistic but just not worth using a med kit to heal everyday after beating them.

Couple ways to make beatings less impactful, arm your Guards with whips, they do almost no damage; and uncheck "patient" labor for prisoners, so they never go to hospital beds. They'll just heal up the bruises while walking around.

Presumably that wouldn't interact well (from a gameplay standpoint, not from a conflict standpoint) with guards who have power claws or other similar enhancements from other mods?
#6
Quote from: olvido on February 21, 2015, 02:49:30 PM
Quote from: Leif on February 17, 2015, 04:57:07 AM
There are major problems with this mod. The plants spread far too rapidly. Within a month or two they will completely overwhelm any non-lit area.  Far faster than your colonists can handle. Even with five starting colonists, my base becomes a mishmash of brightly colored fungus. Smoothing stone doesn't necessarily work, because they spread to tiles like sand, soil, etc.   Any cave tunnels you mine out immediately are overrun with the fungus. Forget about tweaking growth durations -- you need to fix it from becoming a kudzu-like menace that completely takes over the entire map within a year.  Why does it even spread like that?  Just let it spawn naturally and allow colonists to plant it where they want.

Also, the sprite/tile for the fungus has an annoying glitch -- it gets replaced with several square blocks that seem to be miniature versions of the plasteel bed from vanilla. It does this regardless of whether you clean install, restart your game after loading mods, etc.  It does this after zooming in to a certain level.

Frustrating, because this adds a DF-like element that is nice, and the glow is a nice touch when mixed with the Darkness mod, but in it's current state it's unusable and unplayable.

I suggest you to read first, older posts can help you, and for you final quote this mode its playable and usable dont degrade other peoples works because you dont like the CURRENT VERSION of this mod.

sorry if i misunderstand your post but complains and suggestions are to different things cheers and good luck reading  ;)

Wait, you're going to pull out the "try reading" card when you clearly missed every relevant point I mentioned in my post? LOL. Grow some thicker skin; constructive criticism by pointing out major gameplay problems and unfixed bugs in a mod is not "degrading" it, you're the only person who took it as such, and nobody asked you to white-knight for the mod-maker here.  Now please, go back and point out exactly which "older post" has the solution to my problem? Actually don't waste your time, because none of them do, because had YOU actually read MY post, you would have seen that I'd tried all of those things.

#7
Quote from: Dragoon on February 21, 2015, 09:14:36 PM
Yeah.. you have to restart the game when ever you go into mods otherwise it bugs out :p

As I said in my previous post, it does this regardless of whether you restart.  It has something to do with zoom levels.
#8
There are major problems with this mod. The plants spread far too rapidly. Within a month or two they will completely overwhelm any non-lit area.  Far faster than your colonists can handle. Even with five starting colonists, my base becomes a mishmash of brightly colored fungus. Smoothing stone doesn't necessarily work, because they spread to tiles like sand, soil, etc.   Any cave tunnels you mine out immediately are overrun with the fungus. Forget about tweaking growth durations -- you need to fix it from becoming a kudzu-like menace that completely takes over the entire map within a year.  Why does it even spread like that?  Just let it spawn naturally and allow colonists to plant it where they want.

Also, the sprite/tile for the fungus has an annoying glitch -- it gets replaced with several square blocks that seem to be miniature versions of the plasteel bed from vanilla. It does this regardless of whether you clean install, restart your game after loading mods, etc.  It does this after zooming in to a certain level.

Frustrating, because this adds a DF-like element that is nice, and the glow is a nice touch when mixed with the Darkness mod, but in it's current state it's unusable and unplayable.