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Messages - TheSilencedScream

#136
Quote from: Epyk on February 21, 2015, 07:58:06 PM
Quote from: TheSilencedScream on February 21, 2015, 07:26:04 PM
I like the idea of leaderboards, but with Prepare Carefully, it's possible to make the startup incredibly simple. No qualms with PC (I love the mod), just saying it might skew your leaderboards if everyone has maxed skills.

I let the "can't play with out this mod" get the best of me and soon realized that EdB prepare carefully makes the challenge I'm looking for in Epokalypse.
It will be removed next update.

Oh, no - I understand. I honestly CAN'T play without it. EdB's got a fantastic selection.
I just wanted to help keep the leaderboards more competitive. I doubt I'll attempt them, but I'd love to see how well others have done. :)

Gonna download the mod pack here in a little bit and give it all a whirl!
#137
Quote from: evrett33 on February 21, 2015, 06:42:01 PM
When one goes ice skating you pay the guy 5 bucks to use their ice sheet but you've also spent 300$ on skates from a 3rd party so you dont need to share someone else's foot sweet. I'm curious whether we are at a point where the mods have eclipsed the vanilla platform. 'Cause what we are really asking for (with the exception of UI luv) is expansions on the vanilla content.

Honestly, I'm of the belief that the game is still trying to catch up to the mods. Tynan has a fantastic game, but there are many (myself included) who have stated that they're waiting to play A9 until -insert random mods here- are updated for A9.

There's a lot of effort that goes in on Tynan's part. Looking through the bug reports from the public testing, I don't know how he has any hair left - between stress and pulling out my own, I'd have been bald back at A3, if I worked as hard as he does. And the combat mechanics and health system - they're really impressive for an indie game. But, as I've said before, within just 3-4 in-game months, you're at the late-mid game and there's little to do besides research things that you may not use. You're either working towards building a ship or preparing yourself against the waves that will inevitably wipe your colony (though, the latter may take several in-game years).

The game is well-balanced and is mostly bug free, but content-wise, it's lacking... which is what makes the mods a necessity, in my eyes, for anyone that's putting in more than 2-3 hours in a week because - to a pretty large extent - it gets repetitive.
#138
General Discussion / Re: Wait, what? Traders?
February 21, 2015, 09:32:06 PM
I agree that it's an awesome feature and gives actual purpose to visiting factions.

It's kinda weird that they just show up, hang out, eat, and then leave. If our colonists actually sat down and hung out with them, it'd make a little more sense, but I usually have my pawns working like slaves from sunrise to sunset.
#139
I like the idea of leaderboards, but with Prepare Carefully, it's possible to make the startup incredibly simple. No qualms with PC (I love the mod), just saying it might skew your leaderboards if everyone has maxed skills.
#140
I'm having a discussion about mods becoming part of vanilla in General Discussions, and this is THE one mod I wish would be taken in for the base game.

Tynan has a LOT right with this game, but this particular UI makes the game much more user friendly, to the point that I do feel that it's invaluable to the game.

I'm pretty sure I'm getting close to averaging one brown nosing post per page, but that's because I truly do love this mod, EdB. :)
#141
General Discussion / Re: best bug ever!
February 21, 2015, 02:54:46 PM
Quote from: skullywag on February 21, 2015, 10:23:35 AM
Quote from: Silvador on February 21, 2015, 05:55:04 AM
So... what exactly was the bug?

EDIT: Oh, you're talking about the excessively frequent psycho rampaging animal alerts... Uh, ignore me. It's hot where I am now and my brain is mush...

Quick get in your walk in freezer...

With the heat through wall transmission, it's no longer effective. ;)
#142
It's possible, of course, but I give benefit of the doubt to those who published the content first. There's not exactly a patent system in place to determine who thought of what first.

I also never said he directly ripped from them or anything, but if you were in his position and implementing something that had already been done by a mod, would you not look into the mod to see what it did right/wrong in order to improve?

Please don't misunderstand me - I'm not trying to criticize Tynan or accusing him of stealing or something. I'm just giving possible reasons as to why he doesn't snatch up every little mod to place in the vanilla, and saying that it's likely that he does get some inspiration from them. :)
#143
Outdated / Re: [MOD] (Alpha 9) FixBone v10b
February 21, 2015, 12:53:40 PM
I generally avoid medical related mods, as I feel they make the game easier, but I think this one may be an exception.

Maybe I'm mistaken, though, but do broken bones not get healed? I thought I had someone with cracked ribs that went away after a while. Might've just gotten mixed up across save files, though.
#144
Quote from: MisterLock on February 21, 2015, 07:02:01 AM
Hope you do get this working by the end of the weekend,beside this,your prepare carefully mod and project armory are the only mods I am still waiting on to start playing alpha 9,most of the others are up to date.And I'd like to simply play before the week starts again.

But take your time if you need to,this is one of the best mods in my opinion,even if it doesn't add more then graphics.

I'm not sure about this one (though it'll certainly take a lot of effort), but I'm expecting Project Armory to take a good while to update. With A9, weapons took a large change, and they now have to go through and adjust their huge arsenal accordingly.
#145
Unless Tynan himself comments, it's all speculation, but I've thought about this before. He -has- heavily borrowed from some mods before, so it has happened, but I think part of it might be that he wants to distinguish the game on his own.

Of course, a lot of mods can be immediately thrown out - a lot are nice or interesting, but only serve a niche portion of the people playing (examples like the Zombie Apocalypse mod and Weed mod).

I could also see, though, the potential for backlash if Tynan brought in a lot of mods to the core game:

Scenario 1.) How would you feel if a dozen mods were brought in, but not yours, and you think it should've been part of the core game? There's a potential to feel jaded (both FOR and AGAINST having your mod in the core game), and it's easy to step on toes.

Scenario 2.) If Tynan brings in a lot of mods, it may give the impression that he's running out of his own ideas and having to rely on others in order to keep adding content to the game. I know, he could avoid using "too many," but how many is that?

Scenario 3.) Some modders have mixed feelings about having their stuff incorporated. After all, they spent a lot of time and hard work on their mods, and they're not necessarily going to receive any recognition (or, certainly, any compensation) for laying the groundwork. That's the price of modding, of course, but I know (for example) that JuliaEllie's had several mods of hers incorporated or borrowed heavily from, and she doesn't know how she feels about it (first post in the link).

Scenario 4.) Depending on what's being update, it could mean a LOT of extra work to update. For example, with the weapon changes in A9, Project Armory (one of most popular weapons mods, based on thread size) now has to do a huge amount of revamping in order to release again for A9, if they want to release again. If Tynan had incorporated that mod, for example, all of that work would be on his plate - in addition to the continued bug fixes and the want to add/expand content.


Don't get me wrong. All that being said, I do feel that there are a few that certainly should be looked into (better Prisons, as you mentioned; EdB's UI; Miscellaneous's ability to occasionally trade with visiting factions; etc.).

Again, all of this is speculation, just things I would've been concerned about if I were in the dev's shoes. Unless Tynan comments, though, we're not going to have a real answer.
#146
With all the changes in A9, I suspect this mod might take the longest to update for EdB.
#147
Great work, EdB!
Thanks again!
#148
This mod just popped up a little bit ago:

https://ludeon.com/forums/index.php?topic=10643.0
#149
Quote from: tommytom on February 20, 2015, 09:40:18 PM
I was being sarcastic. You know. Because everything needs zombies. /sarcasm again

And I was making sure to elaborate, because I don't want anyone thinking that zombies would be viable in the vanilla game (because a lot of people DO seem to think that everything needs zombies). That being said, sarcasm doesn't cross well online. ;)
#150
Outdated / Re: [MOD] (Alpha 8) Project Armory (v.2.17)
February 20, 2015, 09:35:47 PM
Quote from: Evul on February 20, 2015, 08:58:47 PM
Quote from: NoImageAvailable on February 20, 2015, 12:53:51 PM
So, after actually testing A9 for the first time I realized, you guys went through all those guns and redid the sprite work to match the vanilla style better, only for A9 to come along and completely redo the vanilla style. Tynan trolled you pretty hard on that one, didn't he? :P

Yes, guess on how the main art developer reacted on that. :P

I'd like a screenshot of the "WTF, man?" message sent to Tynan. ;)