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Messages - RicRider

Pages: [1] 2 3 ... 14
Ideas / Bestower annoyed with interference
« on: October 13, 2020, 10:55:49 PM »
It would be nice if her snobness would at least tell the plebs why she's annoyed and has decided to leave. Guessing or going on forums to find out why and then trial and error fixing the issue is tedious and breaks the fourth wall.

General Discussion / Re: Praetor title
« on: September 30, 2020, 05:46:43 PM »
Is that an endtable I see with a lamp? Those bloody things didn't work for me. I had to add a normal endtable without a lamp to make it work.

There was another one that didn't have lag for me, "InventoryTab". It's not updated to 1.2 though yet and I haven't bothered trying to update it myself to see if it works but you could give that one a go. I really liked it because it added a tab that you could see every item on the map and use filters as well.

Ideas / Re: Scar removal something
« on: September 30, 2020, 05:40:35 PM »
Have you tried the Apothecary mod or the Medical Supplements mod (both made by Pelador)? They both add a comprehensive set of ways you can create specialized medicine for loads of things, scars as well.

General Discussion / Re: The Problem With Royalty
« on: September 29, 2020, 01:07:30 PM »
I think adding more enemies to counter the Empire and also giving me the option to disable psi casting but keep the Empire and the noble ranks would go a long way for me to actually playing more Royalty games. The whole psi casting stuff just funnels what's supposed to be a sandbox story generator to a story that's only being told by anime characters with telekinetic abilities.

It went from Space Western to Space Opera basically.

« on: September 29, 2020, 01:05:14 PM »
I feel like the three mods Random Research, Tech Sales and Tech Advancing should be base game or configurable options at least in the Custom storyteller. It wouldn't hurt to have a good looking research tree like ResearchPal or Fluffy's Research or even Dub's one is pretty good though a totally different approach.

And some more addons to the multianalyzer would be good too but thank God there's awesome mods for this that add computers and terminals and even countertops.

I think the current Vanilla research is bland and the biggest annoyance of the default interface is the inability to set up a queue and the multiple tabs and the mess that using mods creates in it.

Ideas / Re: Caravan should have separate food restriction.
« on: September 29, 2020, 12:59:10 PM »
I gave up on using food restrictions; I don't even use the feature any more though I guess if you're torturing yourself with nobles from Royalty DLC then you'll need to figure out a way to make them work. It's tedious as hell for sure. I just grow more food than I need, cook more than I need and basically spend the first year of every colony amassing food in different buildings so they can eat whatever the hell they want and I don't need to look at them eating.

Ideas / Re: Allow override of enforced slowdown
« on: September 29, 2020, 12:55:41 PM »
TD's Enhancement Pack lets you Shift-Click to set a speed despite the lock at normal speed.

Man that mod has so many good options. I didn't even see that one until you pointed it out. Can't wait to try it in the next battle. Hope it works!

60 colonists sounds like a pain in the ass!

But even if you have so many, it's probably quicker to find them using the work tab. Sort by name and click on Elk. He shouldn't be far from the top!

I guess though if you imprisoned him then he won't be on that list any more so you will need to use the Prisoner tab but to unlock that I think you need the Prison Labor mod.

General Discussion / Re: Some rough edges that I'd really like to see fixed
« on: September 17, 2020, 10:26:25 AM »
Caravans are pretty easy if you just use a couple of tricks. 

1.) Always have enough pack animals to carry the full weight of all items you are taking (that way pawns dont pack inventory on them self)
2.) Only select the humans and animals you are going to send on the caravan, then turn off auto supply and add the ENTIRE rest of your humans to the caravan (this keeps auto supply from adding a ton of unneeded food).
3.)  Your colony will now pack your caravan like a swarm of piranha attacking a sick cow in the river.
4.) When all of your caravaners suddenly pause for a second and then beeline for the edge of the map, select all colonists, then shift click the colonists who are actually going to remove them from the list.  Now for the remaining humans, simply click remove from caravan.
5.) Profit

I'm sure all of this was intended as well, as it's so clearly explained exactly the way you've explained it in the learning helper! :D

General Discussion / Re: Some rough edges that I'd really like to see fixed
« on: September 17, 2020, 06:07:26 AM »
I'll never forget the stupid caravan where I had to deliver 31 peg legs to the neighbors across the desert and when everything was selected on the caravan loading screen all 31 peg legs fit onto the runner and the donkey I was sending. But packing the 31 peg legs took so long the runner decided to go to the kitchen and eat some pemmican, but left some in his inventory when he was done so by the time I noticed he only had 30 peg legs because of weight issues he was already 2 tiles away from the people who wanted the peg legs.

I'm sure this was how caravans were intended to be played.

Ideas / Re: Allow override of enforced slowdown
« on: September 14, 2020, 05:13:28 PM »
I don't think anyone has figured out how to do this. None of the mods available do anything like it says on the box - they're supposed to ovverride the forced slowdown but they don't actually do anything just take up a mod slot for nothing but hopium.

[...] the game is really swingy with it's dice-rolls in the combat calculations, or it feels that way, enough that they added this setting. :)

Definitely swingy! I'm playing with the mortar accuracy mod and a guy incapable of intellectual is manning the enemy mortar. Despite that, he rolled 20 on a d20 twice in a row and managed to drop a shell on my artist eating his lunch. I laughed and then I cried.

If you're into using mods then I highly recommend the one called Map Reroll. Instead of getting onto a map only to find out you have to start the whole colony creation process again, it simply lets you reroll the map once you are there.

Also highly recommended is the Prepare Landing mod. You can use it to set parameters to search a world you created for a specific tile (Boreal Forest, small hills, growing time, etc.).

The two mods together make finding that perfect colony spot super easy!

General Discussion / Re: Option to disable food auto-load by default?
« on: August 22, 2020, 09:44:45 PM »
OK, got it. So you were disagreeing with me just to agree with me in the next post afterwards and your disagreement was contrary to your initial suggestion, which was in agreement with mine.

In case you haven't figured it out, I also think they should not check food by default. Stop playing devil's advocate with me or whatever you're doing; it's tiresome.

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