Quote from: Mystikvm on September 14, 2018, 06:20:43 AM
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Ah! I was just about to do the same thing. Glad I checked. Thanks for the update!
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Show posts MenuQuote from: Mystikvm on September 14, 2018, 06:20:43 AM
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Quote from: AtomicRavioli on July 15, 2017, 10:03:54 AM
I've got changes for the generators for next update, they are still going to passively make power (at smaller amounts). But, thanks to Chjess, there will be psionic fields on the map that if you place the generators within, they produce more power. Also their recipes have been tweaked.
Other changes will be replacing the synthesizers, more buildings, and hopefully I can get in some more late-game weapons too.
Quote from: AtomicRavioli on July 11, 2017, 12:54:21 PM
They don't require a resource to run, and you can hide them away indoors. Space becomes the only real downside later down the line as well, when generating crystal from synthesizers leaves only the steel and component cost.
I like the naming idea, since real crystal is piezoelectric after all.
The generators explode with psionic energy when they break too, lol.
Either way with the power generation, it is the first iteration. I am exploring options to make psionics a resource to power generation and create variable amounts of power from it.
Shard weapons? They are balanced to be around the same power as mid game vanilla. (Orassan weapons seem to be balanced to be beyond vanilla). Shard weapons are bullet hoses that deal kinda low damage. The psionic rifle you can build though deals psionic burning damage, which ignores sharp armor (unlike bullets).
Quote from: PixelBitZombie on July 06, 2017, 01:26:12 AM
I have the required mod, plus many more mods added. No errors or anything, when in EDB menu, I can't save presets and can't generate worlds after I'm done. It crashes to main menu and thats it.
I realize it's a lot. I've taken out Cybernetics and nothing. The only thing I didn't try was taking out Harvest Everything. I don't think that is the cause though. I kinda wanna try this mod but I'm just stuck on trying to figure out what this mod isn't playing nice with.
Quote from: SpaceDorf on July 05, 2017, 03:40:43 AM
AFAIK the difference between Rah and EPOE are some recepies and some implants.
The Bodymodel is the same since Rah based his mod on EPOE.
So there should be no real problems in general.
The better question is Birds and Bees
Quote from: PhileasFogg on July 05, 2017, 06:18:27 AM
@Adalah217:
And maybe split this mod in two parts (which I considered already after this mod grow bigger and bigger - but I was too lazy), so the additional bodyparts section o this mod could be available in two versions. A EPOE and a Rahs version.
Quote from: PhileasFogg on July 05, 2017, 06:18:27 AM
If I had some knowledge about C#, I would even integrate my mod a bit into Psychology - but when I studied informatics, there wasn't even such thing as object-oriented programming. And, as life goes, I later never used me acquired skills. So they are nothing more then rudimentary.
BTW: If somebody happens to know some good tutorials regarding C#, I would be very thankful.
Quote from: Alistaire on June 28, 2017, 02:29:24 PM
Fragment range has been nerfed in CE 1.2 and minimum distance has been added in CE 1.3. Are you sure you are using the latest CE version?
Quote from: DariusWolfe on May 08, 2017, 11:24:15 AM
Since Nandonalt has now stated that he's taking a break, A17 updates may take a while. I'm going to try out some of the mods that I've got when I get home, and see if they work/break the game. I'll report back; It's possible that (at least some of) the mods will work fine; I've been able to use Skullywag's lighting mod without problems so far.
Quote from: ArthoriusBalen on February 08, 2017, 07:17:56 PM
Hey Adalah217! Thanks for the quick response!
Just wanted to let you know that i found the op bug that I was referring to the gauss pistol
The ammo for the pistol was set to: <ammoSet>AmmoSet_Magnetic_Cannon</ammoSet>
So i changet it to: <ammoSet>AmmoSet_Magnetic_Light</ammoSet>
So the gauss pistol was indeed shooting an op bullet damage haha
Quote from: ArthoriusBalen on February 08, 2017, 03:29:20 PM
Hi Adalah217!
Do you have plans to update the CR patch? the gauss weapons in the current version are a bit broken/op, like all the gauss weapons using the medium magnetic ammo, and the gauss pistol just obliterating everything in its path!
I dont know where to post this, so i post it right here since its about the CR patch!
But anyway thank you very much for taking your time to do this patch!
I hope to hear from you soon!
Quote from: hoffmale on February 08, 2017, 02:46:44 PM
From my experience as programmer (and modder/player), a fast iteration cycle is usually beneficial for both player and developer.
Players get to play less buggy versions of your game faster and have more time to learn new mechanics without being overwhelmed by other new stuff.
Developers get faster bug reports (which can usually be fixed faster, since the relevant code is still fresh in memory) and continuous feedback that gives early warnings when steering into a wrong direction.
However, it puts more work onto modders as the game (and very likely modding interfaces) also change more often. One can try to give some basic consistency guarantees (like semantic versioning tries to), but even then mods will have to be re-tested and sometimes bug-fixed even for small additions.
There is no "best of all worlds" solution to this problem (sadly!). I really don't envy Tynan for having to choose this :/