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Messages - DaggettBeaver

#1
Sadly, there are quite some bugs in this mod-pack.

Minor (mostly pure visual bugs):
- There are empty resource categories. (like "Fruits" in vegetarian food)

Major (bugs that make parts of the game malfunction):
- Fishing isn't possible, so the entire fishing aspect including aquaculture basins is broken.
- It is not possible to store cocoa, it simply isn't in any resource category. Even if you create a stockpile where you allow "everything", it still isn't possible to move cocoa there and trying to let somebody haul it only returns that there is no defined place to haul it to.

Game-Breaking (bugs that make the mod literally unplayable from some point):
- The interaction square of the petrochemical plant is inside the plant, making it impossible to use it. (luckily easy to fix!)
#2
Well, in regards to balance the question is what the mine tries to achieve.

If it is planned as a more advanced alternative to mining steel from veins it is definitely really underpowered. But i think the main aim of the mine is to allow players to create steel in worlds that don't have it (anymore) to avoid being to dependent on travelling merchants and stuff. If that is the case the mines output is balanced...
#3
Mods / Re: Idea: Avoid Zone
January 26, 2015, 02:20:29 AM
An avoid-zone would be really great for the game. Especially since you can maybe go even further and install temporary avoid zones between your colonists and the target they aim for so your colonists don't run into your crossfire all the time... may be hard to code, but that would probably be one of the most-wanted features at the moment...
#4
Outdated / Re: [MOD] (Alpha 8) Imperial Guard
January 25, 2015, 02:25:10 PM
yeah, i thought it could be intentional in regards to warhammer lore, but i agree that it would be a lot better if "Orcs land in a crashed ship part" would be a different event from "Mechanoids land in a crashed ship part". Especially since you could then change the text, since the wrong text is the most irritating part of that incident. (as well as the mix-up of orcs and mechs...)
#5
Outdated / Re: [MOD] (Alpha 8) Imperial Guard
January 25, 2015, 01:21:33 AM
Hey Armorer, i tested your Mod since i wanted some more factions, but i ran into something... umm.. strange.
I had this "crashed ship part" incident and usually when you attack that thing... well, mechanoids spawn. You can imagine i was quite surprised as a horde of orcs stormed out of the crashed ship part. So my question is: Is that intended?!? Did anybody else have this problem? I have a couple of other mods installed, but nothing that should alter the "crashed ship part incident"...
#6
Seems to work - removing the
<populationEffect>Increase</populationEffect>
lead to the desired amount of slave traders at 4.5 chance... they are rare, but they appear... the first one appeared after i had 5 colonists, so i guess it doesn't reduce early slave traders to much (if at all).
#7
Quote from: MarvinKosh on October 17, 2014, 12:53:34 PMWhen you reach a certain size of population, slave traders are going to stop coming by anyway (yes, even if you just want to sell, not buy).  I'll see how it goes, anyway. :)

Have you considered removing that or at least reducing its impact?

I tried to remove that by deleting the following row...
<populationEffect>Increase</populationEffect>

... but i never modded anything before so i don't know if it works. But as far as my logic goes it should be okay...

Personally i would like to just reduce the impact, since it's okay if Slave Traders come less often if your colony grows, but it totally sucks that you never have the chance to sell any prisoners (or... umm... brain-shot colonists... i know, i am a bad person...) at some point. So... do you have any idea how to reach that? If it's impossible i guess it is still better to completely remove the impact of increasing population and re-set the chance for slave traders to 4.5, since just incresing the chance to 10 didn't really solve any problem... (in the early game 4.5 seems to be enough, in the mid- to late-game there is no difference between 4.5 and 10...)