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Messages - Bozobub

Pages: [1] 2 3 ... 71
1
For most games, single-core performance is the top metric ^^ .

2
General Discussion / Re: Babies
« on: March 07, 2022, 11:38:03 AM »
It wouldn't be the same, not even close.

3
General Discussion / Re: Item wealth increasing for no reason?
« on: January 04, 2022, 04:19:18 AM »
I'm pretty sure corpses do not generate wealth, unless they are butchered for meat.

Note, however, that the game scales raid threat over time, not just via actual colony wealth alone.  Perhaps you are seeing this mechanism in action?

4
General Discussion / Re: Reinforced Barrels
« on: December 21, 2021, 12:19:45 PM »
The reason is game balance, that simple.  It's not reflective of real life; even a beefy iron tube would be enough for a mortar,which isn't rifled, unlike most more-standard artillery, and has MUCH lower breech pressures.  But making mortars too easy to build greatly changes game balance ;) .

5
General Discussion / Re: Have you eaten RL Pemmican?
« on: December 18, 2021, 06:42:35 PM »
Traditional pemmican, quite frankly, tastes like horrid, very greasy jerky.

6
This kind of thing is likely to forever remain the province of mods, frankly.

7
General Discussion / Re: Move license purchased from Ludeon to Steam?
« on: November 27, 2021, 10:56:42 PM »
You're not supposed to get an email; it registers your game *directly* with Steam.  You should check your Steam library :D .

8
General Discussion / Re: Issue of attraction and sexuality?
« on: November 26, 2021, 11:45:01 PM »
First off, you stepped on a landmine here.  It's not your fault that you didn't know, particularly, BUT the reaction is also quite justified, in my opinion; we've heard quite enough about this for years, thanks.

Second, the game does support both hetero- and homosexual pawns; bisexuality isn't directly supported but (AFAIK) there's mods for that.  There's no real depth to sexuality in this game, however, beyond "gettin' some lovin'" boosting pawns' mood; this molehill doesn't need to be a mountain.

Please note that there are NO penalties for either preference, beyond lonely pawns not getting relationship buffs, if they cannot find an appropriate partner; seems pretty close to real life, frankly.  While bisexuality is not directly represented w/o mods, there's only so fine-grained any sim can be; relax.

9
And when you play with mods, look for mod's for fire extinguisher or such things.
That's exactly what firefoam poppers are for, notably.  They are part of the base game.

10
General Discussion / Re: What's the appeal of having so many colonists?
« on: October 29, 2021, 09:35:11 PM »
I think a large part of the appeal is *intensity* of play.  More events/raids/what-have-you happen with more colonists, that simple.

11
General Discussion / Re: This game is quite uninformative.
« on: October 29, 2021, 09:33:21 PM »
There's a fine line to walk here.  TOO MUCH info can easily be even more of a barrier than not enough, frankly, at least if it's at a "top" layer (displayed all the time).

12
General Discussion / Re: This game is quite uninformative.
« on: September 19, 2021, 12:58:08 PM »
THAT is how a good dev handles things. ;D

Well done, Tynan.

13
General Discussion / Re: How to find a bugged mod?
« on: August 06, 2021, 07:55:13 PM »
If/when you identify the problem mod(s), remember that *changing the load order* can often resolve otherwise intractable issues.

14
General Discussion / Re: How to find a bugged mod?
« on: August 06, 2021, 01:14:02 AM »
You can make some guesses (mods that affect drop locations is one) BUT a fast way is to:
  • Install a mod manager, such as Fluffy's Mod Manager, if you don't have one already (link to Fluffy's below).
  • Disable HALF your active mods (it doesn't matter which).  Of course, keep anything required for other mods to work, such as HugsLib.
  • Start a new game.  Do the errors appear?
    • If so, that half contains the error!  Go back to step 2, until there's only 1 mod left (plus any required mods , still).  That's the culprit.
    • If not, disable the half you had enabled, re-enable the half you just disabled, and go back to step 3.
Please note that this can fail, for extreme conflicts and/or bugs among several mods.  In THAT case, you'll simply have to go down your mod list, enabling a small number (say, 3-5) at a time, starting a new game each time, until you find the problem(s).  It's relatively foolproof but astonishingly tedious with a big mod list; the above method works rather quickly, give it a whirl before you do it the hard way.  Nine times out of ten, it'll pay off ^^' .

Note:  If you want to check for conflicts with a specific mod/group of mods, simply keep that set of mods active the entire time.  If the errors persist with all other mods disabled, this means that set has an internal conflict and/or bug(s).  You can isolate it using the same procedure.

Fluffy's Mod Manager on Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1507748539

GitHub: https://github.com/fluffy-mods/ModManager/releases

15
General Discussion / Re: Save Bugging With Ideology
« on: July 29, 2021, 10:11:19 AM »
Removing mods has made your situation very difficult, likely hopelessly so.

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