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Messages - Madman666

#1
Quote from: glass zebra on February 12, 2022, 10:33:13 PM
It's weekend and Pheanox does not reply daily, but they do reply to bug reports a lot. I have no idea about the schedule, but it usually does not take long to get a reply to posts as you can see in the other posts in the bug section. Additionally they are working through the reports from oldest to newest, so bumping the post will not make it be seen earlier but later.

Could ve at least just dropped a reply "Noted, will take a look later", u know.
#2
Will anyone at least post a reply that the studio has this information received and will take a look? This issue is kinda important and i did pay for this DLC.
#3
I guess, i ll report this here as well (already posted at dev discord, but since there s no unstable build active...) - quest type Problem Causer from Royalty has severe balancing issues. It has two possible threats - pirate outpost and a mechanoid cluster. In case of a mechanoid cluster it will always spawn with just one mini-slugger turret and a single sleeping mechanoid. It can have 1-2 another buildings, like a shield, a node or an activator of some kind, but defensive force will always be pathetic be it with 500 wealth or 500 000.

This is verified with a modlist of just Core, Royalty and Ideology DLC. Pirate outposts do scale, mechanoid clusters do not.
Which brings a second issue - pirate outposts scale of proportion, spawning 40-50 dudes in a single wooden shack vs a colony of 25 people. That would be fair if it was a raid on the player where he has his defenses helping him out, but outside, on a small temporary map with only some bushes for cover against 50 pirates? Would be nice if someone took a balancing pass on Problem Causer quest type.

It has the potential to be a complete game ender - if the game decided to place an EMI Dynamo with twice more guards than i have colonists, that is basically either a game over, or i ll have to migrate to another world tile. That is more than a little bit broken.

Reproduction steps:
1) Start a new game
2) Use dev option Make full colony
3) increment 4 seasons just in case
4) DoMapIncident x10 - > Problem Causer.
5) Visit several outposts to see how guard force differs massively

Every pirate outpost spawned will have 50ish guys. Every mech cluster will have a single turret and a single mechanoid.
#4
No, i dont mean your colonists standing on the same tile. That was there for ages, there is even a mod that lets your pawns stay on the same tile (or was one in b18 at least). I mean this buggy, laggy behavior with pawns entering hallways en masse, then breaking the crap out of PatherTick. That wasn't a thing earlier.
#5
I might be misremembering, but this kind of thing didn't happen earlier and i ve been using those crappy trapped hallways througout the alphas to this day. I also was getting huge tribal raids, so it shouldn't be the size issue. I clearly remember similar situations unfold a lot differently, they were filtering into trapped tunnel one by one or however many free tiles the hallway allowed for.

I checked myself and in my game currently it happens in exactly same way, both modded and unmodded - they funnel in the tunnel, then when first of them comes out and gets shot, they all go combat mode, try unstacking, but can't as there is no free tiles for them to stand on, 1 per tile. And this basically pushes the game into turn based mode with a constant insane spam of failed pathing calculations.
#6
This resource is entirely renewable. You have crapton of ways to get mech parts. Raids sometimes bring hacked mechanoids, mechanoids raid you themselves, you can actually self-initiate a mechanoid raid against your colony by hacking a mech emergency system and long range mineral scanner can spawn mechanoid hideouts on the world map. If you re getting low on mech parts, you re doing something wrong. Its intended, that you have to constantly get more, if you want to keep mechs on your side and you can't buy them from traders in reliable quantities.

In fact late game raids are so huge and bring so many mechs, that i have to sell off extra mech parts, despite having 10-14 mechs in the barracks.
#7
Those pics are priceless. Glorious work.
#8
I ll be the first passenger of that hype train once again!
#9
Jeez, i forgot to update the google disk file. I ve just updated it, so you ll have to redownload it. Mostly compatibility fixes with popular stuff like Vanilla Expanded Factions - Medieval and several other faction mods, like Iron Alliance from "Mercenary for me".
#10
Looking slicccc.
#11
Dayum, son, why didn you stay seated?! That phrase needs to make it into your next trailer.
#12
Luck and good faith be with ye, comrade.
#13
Yeah, Canute speaketh the truth... For SSD you just need a SATA data cable and SATA power cable, same as usual hard drive. PCI slot SSDs probably won't fit in a notebook that isn't designed with it in mind, but a usual SATA SSD you can just simply stick in same way you do hard drives.
#14
You know, what that means, right, CP? HDD faction declared WAR on you! Time to strike back and ally yourself with SSD faction.

Glad you didn't lose too much stuff CP, good luck on your army checkup or whatevermajeegums.
#15
Yeps, meant the british goodies.