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Topics - DestroyX

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Bugs / [A17] Scenario Events not happening (also, rarely any Raids)
« on: October 03, 2017, 04:26:21 AM »
Heya, loooong time not posted here!

I got a rather weird problem with A17 at the moment.
With the scenario editor you can create incidents every x days, which works without any issues, at least the first couple days.
However, in multiple games they just stop at a certain point, for whatever reason (seemingly the same with regular raids)

So i started another game later, with raids every 4 and a tradeship every 3 days, worked like a charm at first, however, that kinda broke down at day.

And yes, i have some mods installed, but none of them fiddle with raids, error log also doesnt show anything preventing raids.

History tab for reference:

Would be really nice if someone could look into that, because it totally breaks custom challenges :/

edit: eh, link not working with IMG, attaching it

[attachment deleted by admin: too old]

General Discussion / No more slaves?
« on: April 21, 2016, 08:52:57 AM »
hey there^^

so i played around in my colony for quite a while, but when i finally started to get some orbital trading going i figured that pirate traders dont have slaves anymore.
i looked through the files, they should still be there, but they just dont show up at all.

anyone had the same problem?

or any idea how to fix that?

Help / Cant spawn raid
« on: April 19, 2016, 01:44:48 PM »
hey there, i hope this is the right position to post this^^
i played the game for a while, everything was working just fine. however, then a raid spawned... or at least tried to.
so all i got was this bug, and i'm stuck at it forever

any idea how to fix this? i got almost all the updated mods in the game atm, but didnt had any problems so far, raids just spawned fine.

and when i try to spawn one via debug its just the same...

so well, help :/

[attachment deleted by admin - too old]

Mods / [Mod Request] Melee Dodge/Block
« on: April 14, 2016, 02:13:02 PM »
Hey there^^

i always found it quite unrealistic that you can basically have a bionic beast with 20 melee skill in the game, that isnt able to dodge a single strike from a naked man with a wooden club.

is there any way dodging and/or blocking can be added to the game, which is affected by melee stats, moving, possibly manipulation etc?

because i'd love to see melee get more use in the game.. but at the moment it just feels really lackluster and wonky.. since well, its basically bumrushing the enemy and hope you bash them more than they bash you~

General Discussion / How to incapacipate everything?
« on: April 14, 2016, 01:44:02 PM »
hey there^^

so, while playing with some mods regarding non lethal weapons i started to wonder, what is it that makes enemies magically die after  the smallest hits ever all the time?

i modded around some weapons so they do way more pain to the enemy to make them incap faster, since i want to make a prison in my next base.
however, whatever i do, most enemies just die for no reason, even tho they only have like 3-4 damage on some bodyparts.
even with fire the chance they survive is quite low.
so.. what causes it that some raiders need every bodypart cut off till they finally accept to die, while others just dont feel like it and succumb to a breeze?

i read that it has to do with storytellers.. is there a way around it?
i want enemies to behave just like colonists, they survive through hell and back all the time.. well mostly :D

so basically.. what can i do to achieve that, either ingame or while fiddling with the gamefiles?

Ideas / The way armor works (bonus suggestion: melee rework)
« on: September 08, 2015, 04:57:01 AM »
heyho :D

i stumbled over a thread that completely explains how armor works in this game today, which was quiete a strange discovery honestly.

at the moment, if you have 100% armor, it actually means you get 50% damage reduction and 50% chance to withstand the damage altogether.
while this is okay, gameplaywise, it gets kinda wierd if you take smaller weapons into account.

a guy in a complete power armor (which should be, lets be honest, a damn beast) should not be able to die from 10 guys with pistols.
such low damage weapons shouldnt even be damaging, not even to the armor itself.
so why dont introduce a stat like armor mitigation, which either reduces the damage by a flat amount, or (which i like better, because balance) set a minimum treshold at which damage can be applied, so the weapon needs, as an example, at least 5 damage to do anything to the colonist, aswell as the armor. (said damage is calculated before reduction)

this could also be applied to melee combat, so you cant be stunlocked by some random guys with clubs anymore, would make melee quite a bit more viable, since it heaviely relies on overwhelming you with sheer numbers.

tl;dr -> armor mitigation could lead to some pretty desirable results, please correct me if i'm wrong^^

part two would be a bigger gamechanger, a quite intersting one, however.

it aims for the biggest part at the melee system, which is really unbalanced at the moment, mostly due to said stunlocking, where overwhelming numbers are wailing at you, leaving you unable to even run away.

a possible fix would be to restrict each square to one pawn at max.
of course, if the square contains an ally, you can still move through him, so you dont get some mad pathing hassle, but in melee, you cant have 50 tribals on one square wailing on a colonist, because the way tribals work are obviously to form  a blob of attack arms on contact with each other :'D.
alternatively, you can still restrict the max number of the pawns who can either attack or stand on a single square, so there are lets say a maximum of 5 guys who can attack you at the same time, from the same tile. (this, again, allows stunlocking tho. so to make it viable, if we take the power armor vs tribals again, damage mitigation, or maybe even a stun resistance stat, which i would be in for, too, would be a desirable addition)

so yeah, i'm done now^^

last but not least i want to thank you for always trying to improve your game, it brought me tons of fun (and depressing) hours :D

i really hope my suggestions will be thought about, however, if you think they are bad for the game in its state it would still be nice if you could give me a short feedback why, because that would be just as interesting for me^^

Bugs / Harvest fail chance bug
« on: August 30, 2015, 01:00:35 PM »

found a bug with the new harvest fail chance thing^^
got a modded game with "slightly" stronger bionics n stuff.

basically i got way higher than normal sight, manipulation and conciousness.
however, that doesnt decrease, but rather increases the fail chance, so my high end cyborg guy can headshot people across the map, but when he tries to fell a tree he probably chops 88% of em into orbit, so the wood gets lost.

the only explaination i got :D

Bugs / Cant trade at all
« on: December 21, 2014, 09:44:51 AM »
Hey there^^

since v8 i cant trade for some reason... i got an orbital trade beacon and the stockpile isnt under any roof aswell.

but the items just dont show up in the trading interface, which is kinda odd.

so well... help :'D

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