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Topics - Kalshion

#1
Since the update, although I'm unsure if that is what is causing this, I've noticed that my new colony hasn't been given the option to choose a name. Likewise, I've had no raids from any of the other factions, no 'quests' have popped up, nothing. I have my story teller set to Randy, with the difficulty as 'some challenge'.

I did notice A LOT of errors in the log...

Edit: Didn't notice that the save file was larger than what is allowed here; so had to upload it to my FTP

http://www.starfleetplatoon.com/~suisfonia/Tempfiles/New%20Arrivals4.zip

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#2
Mod bugs / [A17] FPS drop with a certain mod?
May 31, 2017, 01:10:12 PM
Sometimes when mining or putting down tiles the game's FPS will take a sudden drop, it was more of an annoyance in the previous game versions, but with A-17 it has suddenly become a rather big problem in that the game drops to a near crawl while either one is happening.

I already tried to go through my mods, deactivating and reactivating, the problem goes away initially but then returns and it matters little what mods I am activating/deactivating. So now I am here, hoping that someone might be able to help figure out what this issue is.

I've included the log file, perhaps someone can see something that I am missing. I've also included an image of my mod order, after all, maybe my mod order is wrong x_x


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#3
I've been trying to figure this out, I have several different outfit sets that I have for my colonists. However, I am wondering if I might be doing somethign wrong here.

One of my outfit sets has a character wearing power armor and helmet, only. But later on I see them put on a duster.

What I am getting at with my question is what all can a character wear at any given time? For example, if they wear power armor/helmet, can they also wear something else? That kind of stuff.
#4
General Discussion / Are raids supposed to be this huge?
September 05, 2015, 05:35:03 PM
The past few raids I've run into the issue of them being very huge - the one involving the pirates had easily over forty pawns and I was only barely able to beat them back (thank you turret collection mod with overkill mod!) but I've noticed that these raids aren't just retricted to the present faction but also the mecha faction as well, my last game which I lost I had a pawn shoot a crashed ship and it spawned so many mecha's that my game went into a crawl.

Anywho, by huge raids I refer to this image here:



I lost count after FIFTY >_>
#5
Ideas / Trenches!
September 05, 2015, 04:12:26 PM
Something I actually found that was surpringly not in the game. Basically making a new kind of tile that allows you to make a trench in the ground - it could be used mainly for defense by allowing your pawns to fire from it (reducing the chance of taking damage by making them a much smaller target)

Another idea for a trench is to add the ability to fill it with water - and by that - I mean another tile that is already water filled that you can spawn out, drastically reducing the speed of anybody (including your own) that go through it, giving your defenders more time to take the enemy out but at the cost of not allowing you to pass wiring through it.

Heck if need-be I could even make the model for it, although trying to code it is beyond my capabilities =(
#6
Ideas / Exploring beyond your settled map
September 05, 2015, 04:08:32 PM
Something that I think would be nice for this game, espically after you've been on the same map for awhile, it gets to a point where you may start to run out of a certain type of resource and well, some resources do not respawn in the wild (like steel, silver, gold, and now plasteel and such). While trading for those is fine, it would still be nice to be able to actually go beyond our settled map.

Basically the idea is this: once your settlement is big enough (let's say, twenty people or more) you can send your pawns out to start exploring beyond the map, as you do so those area's start to become visible to you - now to reduce the chance of it causing performance issues you can have those maps in thier own seperate layer which means that when you are not focusing on that layer everything there is using lower textures and less sharpening of the graphics.

As you explore these new map layers, you can end up finding other resources; remains of drop-pods and perhaps even eventually find fragments of the ship your original pawns were on before it.. well.. meet its horrible end, you could even find up finding settlements of other pawns.

Now, I'm sure some people might think that this would increase the load time potentially when you first start off a settlement. A way I see around this might be that when you create the world, that generator would estimate where to place those other faction settlements, perhaps up to ten random locations. Then, once you settle you'll be able to build yourself up and then start searching out these settlements.

Naturally however you'd have to find some means of getting your pawns to communicate with your main settlement, thus this could be a good reason to add in communicators of some kind that a pawn can equip and use to communicate with the main settlement to report on new resources, other factions, remains from drop-pods; but it could also be used by a pawn for if they spot an inbound raiding party in another layer that they could report that to the main settlement which would give you more time to get ready for an attack. Of course, this doesn't mean that orbital raiding parties (like those that typically come from the pirates) can't happen.

This is something that myself, and a few players I've talked to on Steam, would actually like to see; as it would add to the exploration value of the game and open it up much more. Naturally though I feel this is more of a complex request, and not something I'd expect to see straight away.
#7
General Discussion / Power generation nto enough?
August 26, 2015, 12:27:05 AM
Right now I am playing a game that has eight colonists in it, I've built myself into the side of a mountain (as I do all the time) but I've noticed something strange. With eight colonists, I'm sitting on 38 solar panels, 5 Wind Farms, and 4 Geothermal Plants. None of this seems to be remotely enough to keep my batteries full (which seem to only operate at 50% Eff'?) I have 36 batteries thus far, and might add more later on.

So I'm wondering, are the current energy sources just rather inefficient or am I not doing something right with my set up?