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Messages - DAOWAce

#1
Quote from: Brumes Wolf on April 14, 2020, 06:27:01 PM
I was wondering if there was any news? given that CE has been updated to 1.1 now
Seems like it's dead.. as is Alistaire's interest in this forum. (last login in April)

This is one of the only 2 mods that never updated for 1.1+ (other being More Faction Interaction, really great mod for making the world feel more alive), and is sort of a save ruining one too.  Yes it can still load, but it's full of errors on startup and who knows what it causes in an active game.  Yes I can remove it, but then most of the already generated pawns in the world lose their weapons (IIRC), nevermind all my colonists.

Suppose I can track down 1.0 versions for mods that had their 1.0 support deprecated for whatever reason and continue on the 1.0 version of the game, but that's a bit sucky too.  Gotta force myself to just restart at this point.. and here I was so close continuing my game from 6 months ago.
#2
Releases / Re: [1.0] Animals Logic 🐾
April 18, 2019, 04:25:51 PM
So all these features are great and all but, there's one that's hampering the mod for me.

The list of animals is showing some tier system? in front of the names on some screens:


There does not appear to be a way to turn this off.

This is 'information overload' to me, really hurting my ability to read the lists of animals.

The weird thing is this is only displayed under the caravan screen and the trading screen.  On the main animals tab it's all normal, as is when you select an animal in the world.  Almost makes me think this is some sort of dev thing left in by mistake. I don't see this in the features list.

Are you able to add an option to disable this, or direct me as to how I may do so?  Edit: It's the AnimalsAreDifferent.cs part in the source code, but I don't have the capability to compile anything, so I guess I'm SOL on my end.
#3
2 years; it's finally starting to happen..

I can only imagine what things will be like when the game is finally out of alpha.
#4
EdB's UI mods were as indispensable to the game as SkyUI is to Skyrim.

Sad to see you go, but glad to see things were slowly integrated into the base game; though maybe not as well as the mods themselves.

Thanks for everything you've done over the last 2 years.
#5
Outdated / Re: [A13] Beautiful Wood Floors
June 02, 2016, 02:03:21 AM
I will be very disappointed if Quill doesn't use this.
#6
Outdated / Re: [A13] Colony Manager V2
April 24, 2016, 05:46:46 PM
Any way to subscribe on Github for update notifications?

Checked the releases page and saw the mod's been updated twice since its initial release, but the changelog here doesn't have any notices that there's been updates to the mod since the initial A13 release.

I see you've just posted the notes for it, but it's very hard to rely on new posts to threads for update news, especially if you subscribe to 20+ threads with daily e-mails, so I generally just check the main page of mods for update news.

Wish there was a better setup for mods.  Steam Workshop would resolve this, but, well, the game's still not yet come to Steam despite the numerous requests for it over the last year.
#7
^

Quote from: DAOWAce on August 08, 2015, 02:39:16 AMEditing the save to remove the active map conditions fixes everything.

Open your save file in a text editor (like notepad++), ctrl+f for activeConditions, delete the active conditions, save the file.

Make sure it looks like this:
<mapConditionManager>
<activeConditions />
</mapConditionManager>


Needless to say, backup your save anyway in case you somehow corrupt it.
#8
Quote from: Othobrithol on August 12, 2015, 11:37:44 AM
From peeking around the defs it seems that all those things (except lighted walls) do if fact have the right tags to be built over walls, but that oddly  the mod has a second type of wall (displayed "wall" but def'd as "SCWall") that is actually what we are constructing. Maybe the game is coded specifically to only allow building over (defname) "walls" and the "scwalls" don't register? All the other walls are subclasses of the original "wall", but scwall inherits from buildingbase.

If I am correct, it can be fixed by simply changing the defname to "wall" but the effect would be to make the save unplayable as your base would be built out of now-undefined scwalls.
You seem to be correct.

Changing the def to Wall lets you place the objects over the walls.

Editing the save (via a text editor) and doing a replace all operation from 'SCWall' to 'Wall' lets you load the save and have everything functioning just fine.

Easy, simple, effective.

Now to find out how to make a light that can be put into walls so they become lit walls, like with conduit walls.  That or just take the easy way out and let lit walls be built over normal walls..
#9
Quote from: Thorbane on August 07, 2015, 04:27:49 AM
Would it be possible to allow placement of doors, vents and coolers over walls?
Quote from: DaemonDeathAngel on August 07, 2015, 04:34:49 AM
The placement of doors and vents over walls was removed to save from the possibility of wasting resources, if I remember correctly.
So instead people have to manually deconstruct walls and expose the area to the outside, turning your freezer into a furnace, or vice versa.

The tiny amount of material lost from overwriting the wall is miniscule in comparison to the frustration caused from this design choice.  This is why vanilla operates the way it does, and almost everyone converting over expects it to work the same. Hell, you can't even put lights onto a wall to convert them to lit walls, you need to deconstruct and reconstruct all over again, wasting time, and steel (if already having a conduit in it), in the process.

From an ease of use (and anti-frustration) perspective, this should be changed to vanilla function, along with the addition of lit walls, if possible.
#10
Quote from: Justin C on February 27, 2015, 02:09:20 PM
Having this mod installed will not affect standard games in any way.
Unless you choose to change storyteller mid session and click it, then it activates and doesn't turn off regardless of whatever storyteller you choose.  Switching to a different storyteller just removes the countdown timer but leaves the "wave survival mode" text up and otherwise functions the same.

Removing the mod breaks the save.

Editing the save to remove the active map conditions fixes everything.

Is this fixable?  If not, might want to warn people to not click the storyteller unless they actually want to use it.
#11
Wow, who did the graphics on the previews?  Very well done.  Add into that all the flavor text/backstory and this looks like one of the most well presented mods I've seen for this game.  Even has a custom drawn storyteller which mostly fits with the aesthetic!

Quote from: apljee on April 05, 2015, 11:15:12 AM
Didn't mean to go all inspector gadget, I just have nothing to do today.
I liked it.

Though Leif should've mentioned Mass Effect as I think those weapons share the most similarity to these icons.


Anyway, on topic; @rooki1 there's a mistake in the core mod in Apparel_Armors.xml under CCArmorHelmet<commonality>1</commonality> is not within <apparel>.

Then in Weapons_Melee.xml it looks like GD_Fang has WeaponsMelee for its category when it should be GDWeapons.
#12
General Discussion / Re: Thoughts on Alpha 10?
April 16, 2015, 07:04:41 AM
Quote from: ardentpause on April 15, 2015, 04:42:41 PM

6) Ok, door locking switches is a real problem. This is one of those ideas that seems cool at first, but doesn't really add anything, and actually hurts gameplay. The only reason to lock doors in the first place is because colonists will just randomly go hunting in the middle of an attack, and get themselves killed. It's an AI problem that was at least manageable by locking the colony doors, and is now even worse.

And, it doesn't add anything to the gameplay. When it was power switching, it at least added a level of power management to the game so you couldn't simply power on/off turrets mid battle. I might not like it, but I can appreciate the added depth. This isn't doing that. It just forces you to micromanage the colonists even more to prevent them from doing things that they shouldn't be trying in the first place. Really, there needs to be a way to keep colonists inside a defense region during attacks, and pathing AI to keep civilians away from enemies, but that's likely a lot of work.
I've been watching LPs of the game since Alpha 3, and even in Alpha 9 the AI doesn't seem to have changed and still does unbelievably stupid things. (like walking into 4 melee enemies to try and repair a turret)

But, alpha is alpha, right?  Get the core game done so you can work on AI properly.  Unfortunate side effect of that is that it's a global playable alpha that anyone, at any time, can play; after they've paid for it.  And there's the issue with developing features that affect AI; you can't leave it out until later because it's a huge playability issue and changes people's opinion of the game.

I've commented in Quill's videos that I hope there's some sort of friendly fire option to stop some of the stupid AI issues (walking in line of fire) or help the weird LoS mechanics (people get shot defending a base by their own turrets), but that only bandaids one issue.

Who knows, maybe there will be an AI sweep in Alpha 11, but as of now it looks like people have to micromanage even more, which really sucks.  Wonder how Quill's A10 videos will be..
#13
Quote from: Tynan on January 22, 2015, 02:17:38 PM
Guys guys... the game is going to be on Steam. It's mostly just a matter of making it ready for it's big debut at this point. I don't want to push it in front of the big Steam audience and to big YouTubers and such until it's good enough.
I remember discussing this last year, where I mentioned to throw it into early access instead of come up with a 1.0 release build months/years down the line.

It's still not on early access.. and now I've just read that keys won't be given to buyers anymore since November.  That's a sure turnoff for folks.

Checking the greenlight page.. it hasn't been updated since 2012: http://steamcommunity.com/sharedfiles/filedetails/?id=183032873

Oh and look, a big thread on the game's price, which I mentioned in my second linked post about it being too high and unattractive for people (which has lead to piracy too): http://steamcommunity.com/workshop/filedetails/discussion/183032873/41973821162217048/

Nowadays we can compare this to Prison Architect, as they're basically the same type of game.  PA has now been on sale for as low as $6 (which generated a huge spike in sales/players) and in 2 indie bundles.  RimWorld still hasn't budged from $30 and is a mere fraction of the total sales of something like PA (~1m).

When will RimWorld be coming to Steam's Early Access platform, if ever?  And what about potential discounts before/after that time?

Hell, it's been so long that tons of people will probably just accuse it of being a PA clone now if it just appears at random on Steam; though at least it's very well developed compared to how it was around alpha 3, so that should be kept to a minimum..
#14
Quote from: welcomeHub on August 03, 2014, 02:50:31 AM
Shortgun ww2 textures has bug, trying to find things/building/ww2/ShortGunTurretBase, I guess it should be TurretBase?

Quote from: Viper717 on August 03, 2014, 10:56:07 AM
Yes, sorry ill fix the zip file.
I thought we already fixed it.

-=Edit=-
Fixed the file in all zips.

It's now ShotgunTurretBase, but that still doesn't exist as a texture.  Looks like it should just be TurretBase.

Also, there's a whole bunch of desktop.ini files in the folders causing them to appear empty.  Seems your Windows has created them for some reason and they got packed by your archival tool.

Lastly, are the other texture files needed?  Removing them could free up ~1.5MB from the mod data from each version.
#15
Quote from: Haplo on May 02, 2014, 05:48:22 AM
snip
I feel like you took a part of what I said right out of context and focused on that.

He's asking how to publicize the game. I suggested how to publicize the game. It wasn't my 'personal taste'. The only thing personal I mentioned was the price being a bit too high for me to purchase it because of my financial situation (I'm unemployed, is that better?).

So, let's elaborate.

First off: Getting on Early Access puts you on Steam immediately.  It may not be front page publicity, but it's still mentioned in the news section and on the news feeds like Twitter.  People WILL see it.  Not to mention it's Steam, something people have become so stingy about over the years and will only buy games that are on Steam, so you attract those people too.

Second: The price. $30. Look at the game; it's simplistic, with a very basic art style. Price usually justifies quality, and the art style is 'low quality', so to speak. (I have no problem with the graphics.)  $30 is half of a new AAA game (even over half if using the $50 benchmark).  It's out of proportion, especially compared to some $15 games that have been released over the years.  Couple that with AAA titles going on sale for as low as $5 and yeeeah, it's not looking too good.

There's also no 'campaign' or 'story' so to speak.  Yes, you make your own story, but a lot of people play games for campaigns, objectives.  What this game caters to are the sandbox crowd, possibly even the 4X crowd, which aren't that big. A type of campaign mode would get more people into the game, but I can't see how it would really work.  Some objective/challenge based missions would probably work (siege a base, defend your base, etc.) and would add a lot more to the game in terms of perceived content.

A shaving of $10 off the price will attract a far larger audience.  $20 is a fair price for the game; anything higher and I can't see it being worth it, both on a personal and global level.  While a price drop may miff some people who've bought it already, an easy counter is to not include the prototype games; leave that as the $30 tier.

And my last point: Development speed.

How long has Rim World been in development since its first playable build was released?  (The first time I saw the game was on Das' channel in October.)

How much progress has been made?  (Partially serious question; I briefly looked at new videos and saw the art was updated.)

From my brief looks of the situation, it's another Minecraft where mods are making so much more progress than the actual development of the base game.  (Hell, now that I think about it, it's even more expensive than Minecraft!)

I don't like things being rushed, but I don't think that's a factor here (I actually have no idea).  I don't know anything about Tynan (sorry!), so I don't know if Rimworld is his full time job or not, but if it isn't, I'd suggest making it so if financially capable and in turn have that increase development speed.  If this already is the case, then, well.. either one man development is really hard or some optimizations may need to be made in the development process.

Course, this is all guesswork, so don't be too harsh on me for being completely wrong.  I'm not currently a developer, but I have planned to create a small game for quite a number of years now, but I completely lack focus and skill to do anything but use other people's assets and throw it into a game world.  I also have no friends who want to bother helping (including one claiming it's 'impossible and will never sell'), so there's that demoralizing me even further.


Boy, it's been like half an hour since I started typing this and I've lost my focus.  I guess I'll end it here.  I hope people don't take this post the wrong way.  I want to see the game succeed, and this is solely my view on why it's not as popular as it could be (outside of it being unfinished, of course).