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#1
Mods / (Mod update request) Right Tool for the Job
February 16, 2019, 08:19:20 PM
Would anyone with the skillz mind updating this one for 1.0? Thanks!

https://ludeon.com/forums/index.php?topic=33092.0
#2
Hello...I've been around dropping suggestions and the like since the early single digit alphas. I can never tell if anyone actually read or listened to my suggestions. I know it would be impossible to respond to every suggestion but I really feel I'm yelling into an empty well here. Particularly when Tynan goes months and months without any blog updates. Is there some middle ground of communication where whats being working on can be shared on a more regular basis?
#3
Hello. I find that the majority of interesting physical features (roads/rivers/swamps/beaches) tend to get generated on flat land. Due to the lack of metal/stone I consider flat land colonies to be for more hard core challenge players, where I am more of a casual roleplayer. I would appreciate it if a slider for mountainous-ness could be added to the world generator that allows you to reduce the number of flat hexes a map generates.

Tanks, many and green.
#4
General Discussion / June 3rd
September 24, 2017, 04:45:42 AM
Its been quite a while since the blog has had an update. I'm sure you are hard at work with your chosen betas. Would you mind cluing in those of us not at the kool kids table what is going on with the game. Thanks
#5
General Discussion / adv map size not working?
September 18, 2017, 03:54:30 AM
So with roads and rivers now passing through the maps, were the max size of the maps shrunk any?  I usually use the more advanced sized maps since I've never experienced performance issues and it seems like the maps are smaller and there is less hill/mnt type terrain per map.
#6
General Discussion / lost large stone formations
September 09, 2017, 09:41:04 PM
I've noticed that on the worlds I generate that are on large hill spots, the mountain formations are far more fractured and skinny then they use to be. There are a lot of smaller pieces it seems. Is this my bad luck?

I've always found small and flat zones to be boring challenge locations..and mountain too small since the mnt takes up half the zone.

Any change we could get a average mountain/stone option like temp and rain?
#7
General Discussion / Are map missions ever worthwhile?
September 08, 2017, 03:17:48 PM
I'm at the start of winter  in a new game on rough with cassandra. The first mission I get is to storm a bandit hideout for a legendary gun. I say ok..send 3 of 5 pawns with starting pistols and all of my food out on the 4 day trek. Pawns will starve on the last day back. When I get to the bandit hideout its defended by 12 well armed badits and I have no chance of completing the mission.

I have found that the missions are never worth doing because the easiest goals are never worth the time spent away/labor lost going on the mission. And the harder goals are never worth the risk.time not working to the important pawns you need to send to accomplish them.   
#8
I'm quite fond of a few outdated mods and I was wondering if someone might be willing to update them for a17. I think the owner has been absent for a while but if not I apologize.

cats! https://ludeon.com/forums/index.php?topic=15457.0
toolbelt https://ludeon.com/forums/index.php?topic=6666.0
woodworking https://ludeon.com/forums/index.php?topic=7893.0
lamps https://ludeon.com/forums/index.php?topic=6813.0
laserguns https://ludeon.com/forums/index.php?topic=13992.0
robots https://ludeon.com/forums/index.php?topic=7380.0
Vikings/Pirates https://ludeon.com/forums/index.php?topic=7670.0
LED lighting https://ludeon.com/forums/index.php?topic=14139.0

#9
Bugs / Staying in bed with Toxic fallout (A17)
May 26, 2017, 06:52:54 AM
I have a pawn with extreme buildup of toxic fallout. I have clicked bed rest, restricted her to her bedroom (which is deep inside) with a zone, told her to do nothing but sleep, and she still runs outside to eat (bypassing tables) and pass out out every time she wakes up. Why cant she stay in bed like any other sick person and be fed ? Or not going outside in order to eat? There is this sad little trail of simple meals that I havnt picked up from all the times shes gone out there and passed out.
#10
General Discussion / rename pets?
May 25, 2017, 12:52:10 AM
I've got a pet named "Suicidal" ...thats not really funny to me. Am I missing the button to rename these guys or isnt there one?
#11
I seem to get a lot of repeat names/words with the random button for world seed so I'm just randomly typing letters in now. It would help if I knew what the letters actually stand for. Does length matter? If a put a "1" at the end or the beginning does that significantly change the world ? Is there a set of letters I want to lean towards to generate particular climates?
#12
I think its a shame these new features are largely created where most players do not choose play. I understand the desire to have a "realistic" planet geography generator but perhaps we can have a click box to allow more unrealistic rivers and roads in small and large hilled areas? Its not even a matter of choosing between the two options as playing in flat land is significantly more challenging, which is a turn off to more casual players.

#13
It very difficult to generate the location I want to play. Road and rivers seem to largely stick to flat terrain. Boreal doesnt generate unless the planet temp is set set so low that boreal locations tend have a "never" growing period. Can this be tweeked somehow so interesting boreal spots are more common?
#14
General Discussion / filters in scenario editing
May 08, 2017, 12:14:37 AM
Could we please have filters for items in the scenario editor? That huge black screen with tiny little boxes depicting every choosable thing in the game is extremely hard to read for your older players.
#15
General Discussion / A17 world map gen options
May 07, 2017, 06:44:46 AM
Would it be possible to get an amount/size of rivers and roads options? How about amount of hils/mnts vs flat? Are ruined cities on the horizon?

When I set the temp slider toward cold to 25% I still get very only small regions of cold climates (boreal/tundra) compared to tropical and temperate. When you select 50% for planet gen..what 50% of the planet is it gen'n?

#16
Bugs / A17 Sound controls not working
May 07, 2017, 06:38:52 AM
The UI clicks and beeps and some animal sounds are very loud regardless of where I set the sound sliders in the options menu. My low sound is set at 32 so the game sound shouldnt be ear ringing.
#17
Hello I was wondering if there was a fix to the roof building mechanic in a15 to show where roofs need to be built. I find myself being forced to click every single space in a large room to find the one spot the is unroofed. Also I was hoping the mod manager arrows were made to follow the mod up and down so you dont need to change arrows every time to move a mod from the bottom to the top of the list. Thanks
#18
General Discussion / How do I avoid the next update?
August 12, 2016, 04:15:40 PM
I'm worried that when A15 releases its going to ruin my saves by killing all the mods I'm using. Is there a way to prevent steam from updating?
#19
General Discussion / mod menu's tiny buttons
August 11, 2016, 07:24:59 PM
There use to be a modded mod manger that let you move mods up an down in a list with a big button that followed the mod up and down the list. The current system uses tiny little arrow buttons stacked really close together and you have to switch arrows every time you move a mod. In the next release could the mod menu UI be made more user friendly? Thanks
#20
Mods / Mod orphanage
July 23, 2016, 06:32:31 PM
Can we get a spot to move mod threads that have been orphaned by their makers and need a care of a new loving parent?