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Messages - 2Ton21

#1
Releases / Re: [A17] TropiCKAPP Rainforest Mod
July 04, 2017, 07:55:36 AM
Biggest problem I have with the trees and growth states is that it seems they take the same amount of time to cut down a full grown mahogany as it does a 1% sprout :P. Work to cut down trees should be relative to their growth and how much wood you get.

Yeah too many cats... I constantly have to have my turrets shooting them as they walk into my base every morning, and hope they don't try to attack a colonist or that dude is gone for good.
#2
Quote from: Cpt.Ohu on June 29, 2017, 01:38:14 PM
Quote from: Warforyou on June 29, 2017, 05:05:58 AM
Seems like the latest hotfix broke the ability to load ships with cargo at all for me.
Assignig haulers count through load menu just makes this number of pawns disappear from the list of available passengers.

Quote from: mraadx on June 29, 2017, 11:04:30 AM
Oh my Really love the idea. this is what I have been looking for in Rimworld. But unfortunately I'm getting error during loading stuff into the ship. something like this?

That's the error I spotted in the morning hours, hence I went back to the old version.

Quote from: 2Ton21 on June 29, 2017, 04:39:59 AM
Great Mod! Really enjoying it!. Had about 20 raiders drop on my base fairly early game with 5 drop ships. (right inside my basic hospital) Was able to fight them off fairly easily (surprisingly) problem I had with the raid was that when they flee or decide to leave w/ prisoners they do so by leaving the map edge not by their ships (leading to their slaughter), also it seems like a exorbitant amount of drop ships to attack early game. (I only have gun turrets researched) now i have like 5 drop ships and not a clue what to actually use them for other then park them :P.
Can they be sold?
Any chance of adding in some AA launcher so they cannot land right on your base? or do they respond to sentry placement and avoid areas where a sentry gun covers when they land?
Also I notice they seem to destroy some terrain types on landing, I have not figured out how to exploit this for construction or destruction purposes but im gonna figure that out soon. maybe crush those dam crashed ship parts.
Anyway you can make the landing indicator (the little red circle) cover their whole size?
Also can you make them generate power? so i can plug stuff into them on landing? useful for starting a new base or outpost off the ships power. Should burn its fuel of course.
Also i think dropship raids should link the dropships to a certain level of raider quality, that way you dont have pushovers coming out of what is essentially a end game item for the player.
Another idea would be to have them para troops in or land disembark the raiders and then fly off again.
or have some sort of longer warning this type of raid is happening and maybe have them land a square next to you on the world map and after the raid you have to go to that square to attempt to capture the dropships
Also how much worth do these things have? should i just disassemble them to save myself a even worse raid down the road?

Adding aerial raids was basically a small proof of concept at this stage. They aren't balanced at all, in no perceivable way. Hence you get them too early, or loaded with half-naked shiv-fighters. And they come in droves with no additional value besides building a huge fleet. That's gonna be evened out with time.

I can definitely make them generate power for a starting colony. It's already a head-start, so why not.

AA turrets for both player and AI is definitely on the agenda now.

I haven't found a way yet to change the landing indicator.

Thanks for your hard work!
#3
Quote from: ChaosChronicler on June 29, 2017, 02:05:18 PM
Honestly for dropship raids I think it makes more sense for them to land outside, or just outside the colony. Why land in a hot LZ anyways? Also would be cool for a dropship to fly over a colony and expend droppods for assaults within the colony, but in turn would have a chance to be shot down by AA.

Maybe that can be one of the "bomb" payloads, you can load a few droppods in there instead of bombs. I think as long as the amount of dudes dropped per ship was not excessive like 2-3 per ship, it would be fine without the AA able to shoot them down.
#4
Great Mod! Really enjoying it!. Had about 20 raiders drop on my base fairly early game with 5 drop ships. (right inside my basic hospital) Was able to fight them off fairly easily (surprisingly) problem I had with the raid was that when they flee or decide to leave w/ prisoners they do so by leaving the map edge not by their ships (leading to their slaughter), also it seems like a exorbitant amount of drop ships to attack early game. (I only have gun turrets researched) now i have like 5 drop ships and not a clue what to actually use them for other then park them :P.
Can they be sold?
Any chance of adding in some AA launcher so they cannot land right on your base? or do they respond to sentry placement and avoid areas where a sentry gun covers when they land?
Also I notice they seem to destroy some terrain types on landing, I have not figured out how to exploit this for construction or destruction purposes but im gonna figure that out soon. maybe crush those dam crashed ship parts.
Anyway you can make the landing indicator (the little red circle) cover their whole size?
Also can you make them generate power? so i can plug stuff into them on landing? useful for starting a new base or outpost off the ships power. Should burn its fuel of course.
Also i think dropship raids should link the dropships to a certain level of raider quality, that way you dont have pushovers coming out of what is essentially a end game item for the player.
Another idea would be to have them para troops in or land disembark the raiders and then fly off again.
or have some sort of longer warning this type of raid is happening and maybe have them land a square next to you on the world map and after the raid you have to go to that square to attempt to capture the dropships
Also how much worth do these things have? should i just disassemble them to save myself a even worse raid down the road?
#5
Releases / Re: [A17] TropiCKAPP Rainforest Mod
June 22, 2017, 05:13:15 AM
Something I have noticed with the work to build of the trampled and packed dirt floor is that their work to build is 5 and 12. Building the vanilla wood floor is only 2 work to build? that intentional? I have been using the more floors mod and just building barn floors because it is quicker and then i have a construction/haul stopper that keeps plants and trees from regrowing as well with the hauler mod.
#6
Releases / Re: [A17] TropiCKAPP Rainforest Mod
June 21, 2017, 11:13:14 AM
Thank you for the update/fix, Still have the issue of trees instantly replacing themselves and having to be cut down over and over in the same spot. Can you put in some kind of cool down timer? so if x tile is cleared of a tree a tree cant spawn there for x amount of time?

Would really help with this.
#7
Releases / Re: [A17] TropiCKAPP Rainforest Mod
June 07, 2017, 05:54:20 AM
My feedback having played this mod.

Too many super thick tree clusters make beginnings quite the slog, Trees like mahogany are way to abundant and take forever to cut down, This would be fine if they where more sparse instead of one being practically every 2-5th tile or closer.

The biggest issue I have is the spawn rate of the dam trees, the small plants I could get but having a new full 300 health tree pop up where I just cut down a tree makes no sense and with the increase in cut down time means I practically lose the whole day getting rid of it AGAIN. The trees need more growth stages with separate cut down times. It should take more time for a cleared section to recover then from being Cut planted down. I cant even cut paths it grows back so quick, I waste time sending pawns to cut a section for my builder to build walls and rooms in when the dam trees and plants are back within the dam hour it seems, ugh its silly. If this was Indiana Jones vines would be growing back right behind the ones he was cutting as he moved forward. Really ruins it but overdoing it. Cant even feel like I am making a dent. Maybe add a dam chainsaw?

I pray for alpha beavers. But I don't even believe they could make a dent. They would probably give up and go home.

It looks really nice though and other parts feel really good, I wish the there was more variance in the plant sprites and more shades of green and other colors used for vegetation, seems to all blend together right now into a noisy mess of the same shade of green. Also the trees seem to be so big they hide my stuff.

Also some of the big trees should provide far far more cover during firefights.

I don't know how to change the tree spawn rate myself, but i did figure out where to change the time it takes to cut down a tree, so ill probably end up just self editing and halfing the current values on all trees.
I can take down stone walls and mine metal faster then I can cut down allot of these trees, and the Rock does not grow back.

I do like the mod though.