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Messages - kenmtraveller

#1
Releases / Re: [1.0] Go Explore!
October 22, 2019, 05:15:01 PM
I have been using this mod as part of HCSK.  It's rare that I find the risk associated with an event to be worth completing it. 
I think one of two things would help.  Either make the rewards better (things I can't get without leaving my own map, eg. ressurector mech serum for example, are great rewards) or have tie-ins to the current colonists -- I would be a lot more interested in risking pawns rescuing prisoners if the prisoner in question was a current colonists wife or child.
#2
That's odd, in real life dromedaries are much larger animals than yak or buffalo, from which I assume muffalo are derived.  But I'm not sure their carrying capacity is correspondingly bigger.
#3
General Discussion / Re: Modpack?
March 16, 2019, 12:20:05 PM
You could try HardCore SK.  It's a modpack (although it also includes its own changes).
#4
That's a base class/virtual function, settlements in the game probably use classes derived from it and they may override the 30 day default.

Quote from: bbqftw on October 09, 2018, 08:41:49 PM
some number = 30


#5
I don't accept cannibals.
#6
Yeah, I knew I could do that... but rather than have to stop and do that at the beginning of each raid (and remember to undo it after) it would be nice if each pawn could have a default zone assignment (like exists currently), and a second zone assignment that would automatically become active when a raid happened , until it ended.
#7
Maybe there's a mod out there already for this, but after the nth time of having an undrafted worker pawn head out to haul something from the far corner of a map during a raid , it occured to me that it would be nice to be able to set a rule where undrafted pawns get restricted to a user-defined zone (or even 'home') during raids, and possibly other bad events, and unrestricted once they're over.

Any thoughts on this?  Or, is this a vanilla feature I've missed somehow?

#8
The only mods I use other than HardCore SK are the Wild Cultivation mod, and the Wildlife Tab.
#9
Thanks for pointing out the XML.  Currently earliest mech terraformer can occur is day 80, I changed it to 200 .
I also took a look at the storyteller definitions, looks like rey and prototype zero are similar, the main difference seems to be in incident weight:
Rey:
<categoryWeights>
          <Misc>4.2</Misc>
          <OrbitalVisitor>1</OrbitalVisitor>
          <AllyArrival>1.0</AllyArrival>
        <AllyAssistance>0.5</AllyAssistance>
          <ShipChunkDrop>0.3</ShipChunkDrop>
          <ThreatSmall>1.4</ThreatSmall>
          <ThreatBig>1.5</ThreatBig>
        </categoryWeights>

Prototype Zero:
<categoryWeights>
          <Misc>4.0</Misc>
          <OrbitalVisitor>1</OrbitalVisitor>
          <AllyArrival>0.8</AllyArrival>
        <AllyAssistance>0.4</AllyAssistance>
          <ShipChunkDrop>0.3</ShipChunkDrop>
          <ThreatSmall>1.5</ThreatSmall>
          <ThreatBig>1.7</ThreatBig>
        </categoryWeights>

So Prototype Zero appears to be more likely to give you a raid, as opposed to some other event.
#10
Are you sure that the terraformer doesn't always spawn 4 scythers when you scout it?  I have scouted/disabled many of them and it is always 4.  I thought the mech terraformer's spawn, unlike things like psychic ships and the actual mech invasion, was hardcoded.

#11
Hey,
I've been playing this modpack again after a break, and it seems much harder than I remember.  I have a few questions:
1) Can anyone tell me which XML file to edit to change the minimum day that the mech terraformer can appear to a later time?  Two games in a row now (Rey Rough/Prototype Zero Rough) it's shown up way before I could handle a fight with the 4 scythers that show up when you scout it.  I always disable Skynet SK, not sure if people generally rely on the terminator to tank this fight.
2) Where in the XML can I look at the differences between Rey and Prototype Zero?  Or could someone summarize them?  I know they are both variations on Randy but I'm unsure of their differences.
3) I'm seeing a bug where my colonists get 'stuck' while loading/unloading stacks, workaround is to draft them/move them manually.  Is this a known issue?
Thanks,
Ken
#12
I find Zeon pretty much impossible.  All you can really do is this, unless you have drop pods:
1) make an animal zone on the edge of the map away from zeon and restrict your animals to that zone (they'll start heading there immediately)
2) have each pawn grab what is nearby that it can carry (hopefully including food and medicine and ammo for their weapons)
3)have each pawn run to where the animals are
4) put the 'form caravan spot where the animals are
5) form a caravan with just the animals and the pawns (with their currently carried stuff) .  You won't have  time to load anything.
6 Flee the map and settle in a nearby hex.
#13
I mostly play the hardcore SK modpack these days, with the rey storyteller on rough.  Haven't played 1.0 yet.

My rule is that I can reload mostly only due to UI issues.  I allow myself to reload if I don't notice a manhunting animal, but if I do notice him and my pawn still can't escape I don't reload.  or, for example, if I accidentally misclick and my guys died to friendly fire, I typically reload.

I don't reload because of raids or bad events or poor decisions on my part, if they happen and I can't survive I consider the game to have been lost and start another one, and make a better plan next time.
 
Generally I try to play at a difficulty setting where launching the spaceship is possible for me but not guaranteed.  I've also abandoned colonies and resettled in a neighboring hex before rather than losing a game or reloading.


#14
General Discussion / Re: 64 bit?
June 07, 2018, 11:32:09 AM
They are definitely 'working on' a 64 bit version of the game.  There is a 64 bit depot on Steam with a 64 bit version of the main Windows 64 bit executable on it; a link has been posted to Reddit.  No idea how far along the conversion is though, or whether it will ever be released.
#15
The things I want in Rimworld can't be achieved without an engine and UI rewrite.  And that isn't going to fit in the scope of DLC, which are essentially additive.