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Messages - Agent00Soul

#1
Your delivery isn't the best.

But it is true the game is completely forgettable without a lot of mods.

Development was lazy in not including many of the better ones in the core product.
#2
Quote from: skyarkhangel on October 12, 2016, 05:26:50 PM
Quote from: zmadz on October 12, 2016, 04:48:19 PM
man as much as i love this mod pack,  that much i hate it, so many good stuff here that i wish people updated for newer versions of rimworld. Terminators are broken(regeneration is  op) , playing with tribals i had an event and saved one he just melee hunted everything for me while others did the crafting/cooking/mining also i been getting bugs with terminator infiltrators that are guests they don't go to guest room and just starve to death then come and try to attack me once they are "reborn".

plz detail, what problem with skynet? It has not completed yet to end. I'am still wokring on it.
Yes, covert guest specially kill yourself to reborn as machine. Its need to restructure pawn :)

P.S. Great, 500k topic views :) Now it is one of the most visited topics on Ludeon forum. I think it is deserved, because we have a lot of work. On github already reached 1k+ commits.

Terminators can solo nearly any raid.

They are so far overpowered its just stupid and game destroying.
#3
Thanks for keeping this up and going!

PS its so awesome that conveyer belts are back. Its what makes big colonies late game possible.
#4
Ive loved and played hardcore since then start.

But it really needs conveyers back. Its the #1 feature that makes long games more playable.
#5
General Discussion / Re: Difficulty Over Time
April 01, 2017, 09:48:06 PM
Quote from: Wexit on April 01, 2017, 07:59:30 AM
So I've been playing hardcore SK on Phoebe rough. After 7 years, I got an event that I was in no way prepared for with 13-ish colonists and mainly light arms (Phoebe it admittedly too slow.)
During the event, all of my non-combatants loaded as much food as possible and some other basics and left out to the north in mid fall, while my fire team bought time and then escaped via drop pods ~60 tiles away. Really interesting turn of events to be honest, as my fire team then had to setup a temporary base with no provisions while the caravan made the 2 week trip to the new location.

Now, having left 99% of my wealth behind, losing several colonists in the fight, travel, and to disease, I have started Spring in the new colony. My first raid was a terminator. So the way I understand difficulty scaling, is that it is based on wealth, number of colonists, and time. With the way colonys can be abandoned and reformed, I feel like the last factor doesn't make much sense. Unless we're going to pull ourselves out of the world and say "difficulty scaling by time is to force an end-game condition," it seems to me like this factor should only be based on a colony's age - not total time played.

Does anyone know exactly how time factors into this? I would not have expected 9 colonists with shoddy light arms and tattered clothes (no power armor, cybernetics, etc) in an new base to get any form of mechanoids. I always figured the time component to be along the lines of how your enemies are aware of your existence. Moving a month's travel to the south ought to really dampen raids, as I've basically started a new game with slightly more skilled colonists.

Any thoughts? Any ideas on how time is factored in, or how it could be changed?

How can you expect a different outcome.. That's way too many pawns to sustain in a new base without supplies and infrastructure.

Building decent assault rifles should be one of your first priorities.. your normal type AR's have an accuracy of 60% ish.. excellent and superior are around 160%

That you only have light arms is the problem.

Same goes with armour. With that many colonists 5 pawns with 60%+ armour should be enough for any fight.
#6
Seems like this should be easy to do.

faction x needs 400 timber /food etc to see them through winter, fulfil and gain x rep..

destroying their settlements reduces their strength and the likelihood that they will be the ones to raid.

Different strength encampments city size population available silver to trade etc.

Would think most of this stuff could be done without too much work and greatly increase the depth of play.
#7
General Discussion / Re: Penoxycycline: What does it do?
February 21, 2017, 07:38:06 PM

The weird part is that the game first picks how many pawns will get sick, regardless of immunity, and then next picks which pawns get sick..


This is one of the biggest problems with the events.. Sickness should be cause driven not completely RNG..
1 in 10 pawns being immune from infection should reduce the number of pawns that get sick by 10% not just shift the sickness onto others. It doesn't make sense.
#8
It already exists.

Combat realism has outfit saving and quick assigning. Just get it in the hardcore SK mod. It's the only way to play.
#9
General Discussion / Re: Slave labor
December 22, 2016, 09:07:36 PM
Relax social justice warrior.

It's all gonna be okay.
#10
Create a shortcut to the exe and put -nohelp after the target.
#11
Overally this is still a great modpack. The best.

A few things are broken.

CR's weight system breaks people who come "with a few items to sell"

If you sell to them they become overburdened so much that they drop half their stuff immediate and crawl towards the edge of the map and die, then you cop the -influence for dead trader.

The events.. They are just bad I am sorry to say. They don't add any fun or challenge, they are just.. terrible.
The darkness event.. happens way too often and its daft..
Earthquake.. Adds nothing to the game.. just alot of repairing for a long time..
Aboimination.. Turns every pod man into a mutant.. cant get colonists this way anymore..

if these events happened once a game.. maybe okay.. but repeated.. Its terrible.

There aren't enough raids anymore.. This may be a hospitality mod bug from what I've read elsewhere..

Mineral/mining/traders balance is all spot on. A+

Just to reitterate, great modpack overall, puts vanilla to shame.
#12
Quote from: Shurp on June 12, 2016, 04:09:27 PM
Mod traders so they show up and you can sell the stuff.

You've put this about trading in nearly every thread since the last release..

Enough already, your opinion on traders has been noted.
#13
Quote from: LetheNyx on May 29, 2016, 09:21:55 PM
not sure what the problem is but I have a 17 year old colonist and I can't use any medical operations on him. The only thing I can do to him is Euthanize....

This usually means you don't have medicine (or not in an allowed area) to initiate any operations..

Do you have it? is it allowed?
#14
Quote from: Nitro1248 on May 31, 2016, 12:53:16 PM
I'm not good with sales, but I think one of the crowning glories, well for the steamers, is how freaking moddable it is, as everyone loves mods, especially on a game that is really "vanilla" (not saying that in a bad way, just how realistic it is, as there's SO many little paths, perfect for mods)

Just my opinion, don't jump me, please...

he has an opinion. GET HIM!
#15
Play with the Hardcore mod..

It slows progression down quite abit so it's actually an achievement to get power then tech etc.

Most of all.. Learn to take the crippling and nonsensical deaths of main characters as a challenge and try to keep going.