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Messages - Bronthion

#1
Releases / Re: [B18] A RimWorld of Magic
May 08, 2018, 10:09:42 AM
Thank you very much.

You also Torann for previous response :)
#2
Releases / Re: [B18] A RimWorld of Magic
May 08, 2018, 07:22:31 AM
I have a question about leveling a mage classes. Do they get xp via constructing, crafting etc. like warrior classes or just from using spells? And if yes, did they lvl up slower because they are stronger?:)
#3
Releases / Re: [B18] A RimWorld of Magic
April 25, 2018, 09:50:27 PM
I forgot about boomalopes. Yes, that could be useful or even to cast it when you want to hunt a bunch of them.

I have another question, about frost damage now. As we all know, in vanilla there was no frost protection values, only blunt, sharp, electric and heat. So is there any defence against it now? Or maybe when I cast frost ray for example or snowball it will go straight through everything?
#4
Releases / Re: [B18] A RimWorld of Magic
April 25, 2018, 07:07:07 PM
Ouh, thanks man! I thought that animal bond strengthens not only animal but ranger too so I was checking health tab of my ranger, not animal :) thats why I thought that was bugged. So everything works fine :)

And thanks for the tip with the spell icon. I missed that completely :)

Anyway, whats your opinion about rainmaker spell? Isnt it quite useless? How many times in game that would be useful? Only situation I can imagine is when a lot of stuff goes wrong in a base, massive fire spreads, because of for example pod raid but this is a late game. Maybe if pawns could be affected by "wet" status for example and that status would amplify frost and lightning damage that would be useful :)
#5
Releases / Re: [B18] A RimWorld of Magic
April 25, 2018, 05:57:50 PM
Hello guys. I have a problem. Animal bond from ranger doesn't work properly in my game. I can get an animal and he is immediately trained but buff for ranger and pet doesnt apply. Sure, its lvl 0 now but description says that even on lvl 0 I should receive something, 20% movemenent, manipulation etc. Anybody encountered somehing like this? Or maybe just description is outdated and buffs apply from lvl 1?

Another question is about ice mage frost ray. On my game it have only 1 possible upgrade with reduced mana cost while every other have 3 each. Is that normal? I'm asking because if it really have one upgrade this spell will be very, very weak... 18 damage for a lot amount of mana? Bolt action rile have 18 damage and a great bow. Ice shard have great potential too with upgrades. This spell seems to be suspiciously weak :D It says for example it will freeze the target but nothing happened, I expected some kind of movement speed debuff, hypothermia or something like that.
#6
Question to the creator :) You wrote on the steam page its not compatible with any research tree mods. What do you mean exactly? Anything that adds someting to the research tree is not compatible? Vegetable Garden for example?
#7
Hello guys. I encountered a weird bug. Every piece of apparel in the game have visual bug with sharp and blunt armor values. Instead of showing percentages like usual and like heat and electric values (they work fine) I see random numbers from 0.1 to 0.9. Usually the higher item armor value, the higher number in that range. For example cryptosleep bodysuit have 0.1, strong asari carbon armor have 0.7 but a lot of items have similiar values like 0.1 etc. I uploaded a screenshot.

After equipping armor, percentages looks fine in a character screen. This bug is just in armor description. Sounds like a not big deal but it is. Because of that I cannot see how strong a piece of eqipment is before I equip it / craft it and later in the game when items costs a ton of resources that will be really annoying. Anyone knows how to fix this or what is causing this? I really want to play this mod. I played it on A16 and everything was ok.  Now I'm playing on fresh installation, just hardcore sk installed via updater, nothing more.

[attachment deleted due to age]
#8
I have played with a mod for a couple of days and I'm really satisfied with it :) every major building feels like a big accomplishment from my colonists and thats really good, I like slower pace too, it feels like a big single player game for a long time. Maybe recipies for guns are too expensive but maybe I'll change my mind later ;p But anyway, I dont understand one thing. Whats the point of glass windows? They are not giving any beauty (like glass autodoors), sun provided by them is not affecting plants or flowers in a base (tested), so... why bother building them? Whats the point?:)
#9
Quote from: Canute on April 11, 2017, 03:55:29 PM
It isn't realy a bug, it is just lazy developer who didn't update the description.
You mention the research page where you saw the conduit. Look  there if you can find the batteries somewhere. Sorry i don't have the modpack active anymore, but i just saw at the def's you need "Electronics I" if that helps.

Oh my god! You saved my game, thank you, I found it :) I was searching for it but missed it because I was looking for icon similiar to vanilla battery (like conduict for example). In my game battery is under "Electronics basics" very close to researched by default "Power". I dont know how I could not noticed it, seriously :D

And thanks for info about begginer guide, I'll read it :)
#10
Hello guys,

I started playing with this mod recently. At first that was ridiculously complicated but later I used to new mechanics and really enjoy it. But I have a couple of problems. I cannot build batteries, I used default start with 3 colonists so I have developed power by default and in the description we can read "This advancement unlock conduits and batteries" I have conduits but no batteries to build. There is an icon in the tech tree of conduit but no for battery, same like with agriculture(first tech on top), where I should be able to grow strawberries, corn, rice and build fence but I can build just fence. There is no option for these 3 plants when I click on growing zone and whats interesting - in a tech tree only fence has and icon, not plants, so I think bug is connected with it - stuff with icon can be build, stuff mentioned in the decription but without icon cant. I can live without those plants but without batteries it will be problematic...

Third bug (the smallest) is about display of required materials on some of the stuff I want to build. When I want to build something that I dont have materials for there is just a message about it, that i dont have materials but I dont even know which material I need, there is no red numbers with icon, there is nothing, i cant even place it somwehre. For example, I didnt know how to build torch lamp because I didint have kindling in my stockpile zone or somewhere on the map, there was no icon of kindling and amount of it below the name of item. So basically I didint know what I need for a torch :D and when by accident my colonists harvested kindling from plants, the torch magically has become available to build and required materials become visible. Same was with beds, only when for the first time I harvested leather from corpse of the animal, requirements appeared, earlier there was just a message "you dont have right materials".

What should I do to fix first bug with batteries? This is the most important problem, other are less important, but i think second one is connected to the first (no icon in the tech - not available to build).