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Messages - TheSilencedScream

#31
General Discussion / Re: Mod Releases Genres
August 27, 2015, 01:14:04 AM
So, right now, there's Releases and, within Releases, there's Outdated.

The purpose of Outdated is for all past alphas. Why aren't these in their own categories? Because, as far as Tynan's concerned, those past Alphas are moot. He's on to bigger and better things, always moving forward. Those previous Alphas are no longer supported (because he's updated them) and there's no legitimate way to download them.

However, as you've likely seen, Releases still has LOADS of A11 mods. Why? Because 1.) they're being given a chance to update, as most do and 2.) have you looked? There's a LOT of them that would need to be sorted through by the few board mods to determine if - yes, they're coming back; or no, they are not.

No sense in moving an A11 mod to an A11 subforum only to have that creator message a mod two days later and ask it be moved back to Releases because they just updated it.


TL;DR: Micromanaging can suck sometimes.
#32
Saw it mentioned on Steam in relation to another (forgotten and subpar) game, Googled it.
#33
Quote from: Z0MBIE2 on August 26, 2015, 11:23:07 PM
Quote from: TheSilencedScream on August 26, 2015, 11:21:43 PM
Quote from: Z0MBIE2 on August 26, 2015, 11:17:05 PM
https://ludeon.com/forums/index.php?topic=14901.0 It appears he actually has a new interface in the works in the 'Unfinished' section, so it's unlikely he'll update this mod.

Top of page 45.
Apparently the new UI isn't ready yet, cause he's already stated he's working on updating this.

Oh, huh. I just saw people asking for it to be updated so  ¯\_(ツ)_/¯
Quote from: FMJ Penguin on August 26, 2015, 11:19:22 PM
ty Zombie, Can stop following this thread now :)

Wow, y u gotta be so mean :(

I understand - and I appreciate the link, cause I didn't know he was working on a new one. :D

And I think Penguin meant that he can stop following this thread and start following the new UI.
#34
Outdated / Re: [A12b] Cats!
August 26, 2015, 11:22:37 PM
Mobile target practice?! Sweet! Thank you!  ;)
#35
Quote from: Z0MBIE2 on August 26, 2015, 11:17:05 PM
https://ludeon.com/forums/index.php?topic=14901.0 It appears he actually has a new interface in the works in the 'Unfinished' section, so it's unlikely he'll update this mod.

Top of page 45.
Apparently the new UI isn't ready yet, cause he's already stated he's working on updating this.
#36
Quote from: Florius on August 26, 2015, 07:06:22 PM
Quote from: ProBro on August 25, 2015, 11:34:04 AM
Played without this mod and oh how I miss the colonist icons across the top!  Thanks EdB for all your hard work!   I'd vote to have this mod added to the core game.

Where can I vote, because this is just a must have in my opinion!

There's not an actual place. Tynan's got full power as to what goes into the game. I just fear the day that Tynan makes an Alpha to which EdB doesn't reply in turn with an updated UI mod. :(
#37
General Discussion / Re: Early Mechanoids Should Stay
August 26, 2015, 02:48:04 PM
I can accept changes made to Cassandra, personally. But I still stand by what I said - Randy should be random and extreme should be extreme. If I was struck an entire year by solar flares and I'm playing on random, RNG just wasn't in my favor. If I have drop pods land with hundreds of gold and mine for the taking, that's RNG in my favor.

Balance Phoebe and Cassandra,  absolutely, but complaining about random being random is silly.
#38
General Discussion / Re: Early Mechanoids Should Stay
August 26, 2015, 01:23:01 PM
I also concur. I was going to comment in defense of Tynan keeping the difficulty up in the other thread, but - while I was writing a reply - Tynan replied that he changed it.

Random should be random. Extreme should be extreme. If you can't handle losing or being faced with great odds, then you shouldn't mix these two. Not every game type/mode/difficulty is for everyone, nor should they be adjusted to try to appease.

If one mechanoid was giving the colonists trouble, then I'd agree - it would need some adjusting. But when playing on random with an extreme difficulty and an EXTREME number of mechanoids show up at a RANDOM time, did you not get exactly what you asked for?
#39
Quote from: Tynan on August 26, 2015, 12:38:24 PM
It was never part of the game, it was part of EdB interface mod. I think it still is available.
This. EdB is hoping to have it up by the end of the weekend. Don't use the A11 mod for A12, as there's been a lot of changes that need to be accounted for.
#40
General Discussion / Re: Randy Random
August 24, 2015, 10:45:20 AM
I do play exclusively on Randy as well because of both colonists and challenge.
#41
Take your time, as always, EdB, but I'll also be waiting to play until your UI is up. Just more intuitive for my tastes. :)
#42
General Discussion / Re: Rimworld on Steam
August 22, 2015, 01:47:32 PM
Quote from: ScottishGaming on August 22, 2015, 08:46:44 AM
Since Ty has moved the Steam release to next year would that me that newer players/purchases would get steam keys as well ?

Quote from: Mr.Cross on August 22, 2015, 08:47:35 AM
Yes, I'm pretty sure everyone who has bought the game before the steam release will get a steam key.

Tynan set the cut off date for fall of last year (I forget the exact date, but somewhere between August-October). Regardless of the Steam release being moved, there is no guarantee that anyone after this time will get a Steam key. Trust me, having purchased the game later than the the cut off date, I've been searching EVERY thread about Steam to see if it's been mentioned.

Tynan DID say he would try, but - for every key that he gives out - that's money that Valve (Steam) isn't getting, so there can't be an always open "Yes, everyone gets keys for Steam" policy.


IN SHORT: As of right now, don't bank on getting a Steam key if your purchased after that cut off date in 2014. Tynan WILL try, but there are no guarantees.
#43
General Discussion / Re: when will be A12 released?
August 20, 2015, 09:57:20 PM
I'd imagine he'd give himself a few days to spare, in case any missed major bugs are found between A12 and his hibernation.

I'd guess (GUESS) we'll see A12 before Tuesday.
#44
General Discussion / Re: Controllers
August 18, 2015, 05:08:40 PM
Mikhail - you might be able to pull it off, and that's awesome, but you're in the minority.
I've played around with Xpadder, and I've never gotten a "better" feel on it than I've gotten on native controls with RTSs (which, as I said, have never been as a good as a mouse and keyboard).

I know there's a lot of PC elitists, and I want to assure you - I'm not like that - I prefer a controller in basically every game type... except RTS. Between moving the camera, pausing time, selecting the units, getting them assigned, etc. - I've not been able to see it done well outside of a marketing standpoint (like the Steam controller trailer).
#45
General Discussion / Re: Controllers
August 17, 2015, 01:02:19 AM
Rimworld - is it possible, if added, to get by with a controller? Yes, but like all RTS games, it's MUCH more time consuming. What would take 2-3 seconds with a mouse will usually take 12-15 seconds with a controller.

As for FPSs, I grew up on consoles. Until a little over a year ago, I barely did any PC gaming. With FPSs on PC, I kick ass with a controller (I'm top five, consistently, but usually top three), with several hundred hours put into FPSs such as Battlefield, Titanfall, Team Fortress 2. On the same hand, I'm pretty terrible in games that only allow a mouse (because, as I said, I'm not fully used to it in FPSs - not to mention that my "mousepad" is a cardboard box, as a sit in front of my tv). It's up to preference, absolutely, but someone who's invested years with one method can rival someone with years in the other.