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Messages - Vault101

#1
Since A13 the chance for orbital traders to arrive has been dramatically reduced. I've seen 3-4 in a 3 year playthrough. I know incident base chance has been lowered from around 20something to 3 (I think?). I've now brought it up to 25 but there's still fewer of them than before.

What I'm wondering is what does the base chance in incidentsdefs refer to? Is it a chance something happens on a given month / season? If so, it would mean any figure would have to be 3 times higher than originally to compensate for the fact there are 3 times fewer seasons than there are months.
#2
Quote from: Tynan on May 06, 2016, 02:31:05 AM
Well, they will kidnap your people, so it seems they may be after that. I've improved the kidnap AI so they'll be much more effective at this in A14.

Or they just want you off their territory.

But you're right about the theft, it would be good. The tricky part is writing an algorithm to decide when they should stop attacking and start grabbing stuff and running. So it's doable, I hope to do it soon-ish, it's just a bit tricky.

What if it's not a collective decision? What if a raider comes across something very valuable, takes it and bolts while his friends keep fighting? Or if they cover him in a similar way they cover sappers but in a retreat mode?
#3
Didn't work with dev tools.

Turns out it was More factions spawn mod. It has been fixed since and the new version works fine.
#4
Started a game on randy extreme but didn't get a single raid and it's been 15 days. I even had an event where a person is running from pirates, I accepted her into the colony but the raid never showed up.

I'm using these mods: http://i.imgur.com/DqVycOK.png

Any idea which mod could be causing it? It's kind of hard to test these things.
#5
General Discussion / Re: Tynan, I swear to god
April 08, 2016, 02:07:53 PM
@Tynan It would be great if family members of current colonists would get instantly recruited by their family wardening them. It would encourage family getting reunited type of stories
#6
Ideas / New event: earthquake
January 03, 2016, 10:22:39 AM
Life under the mountain is safe. Too safe. You're isolated from so many menacing issues like sieges, toxic fallout, etc.

Earthquakes could occasionally strike, collapsing rocks down a portion of the mountain, burying a few rooms. People could get killed or trapped and knocked unconscious, bleeding and needing to be dug out asap.

I don't imagine it would require a lot of work to implement, just collapse a random portion of the mountain.
#7
Quote from: Adamiks on November 04, 2015, 10:01:12 AM
Quote from: Vault101 on November 03, 2015, 06:18:36 PM
The way I play it, no. I tweaked difficulty so the raids are twice as hard as usual on hardest difficulty. Then as the game goes on I generate huge amounts of colony wealth through art and crafting and get massive raids, 200+ sappers, 200+ mechs. End game ends up being the most enjoyable part because with randy I sometimes get a chain of absolutely deadly raids that leave me wondering if I'll make it or not.

When you say "hard" you mean 2x more people in every raid?

This kind of difficulty is really boring. And after some time my game would lag anyway.... So it's not the rigth way to make game more enjoyable.

My game doesn't lag at all on normal speed (it gets laggy if I do 3x speed while the massive raid is running TO my base but that's so minor and it's irrelevant to the fun part which is the battle itself when there is no lag).
#8
The way I play it, no. I tweaked difficulty so the raids are twice as hard as usual on hardest difficulty. Then as the game goes on I generate huge amounts of colony wealth through art and crafting and get massive raids, 200+ sappers, 200+ mechs. End game ends up being the most enjoyable part because with randy I sometimes get a chain of absolutely deadly raids that leave me wondering if I'll make it or not.
#9
General Discussion / Re: Does clothing quality matter?
November 03, 2015, 06:11:52 PM
If it's sharp/blunt resistance material like devilstrand, it provides much better protection. Jackets/parkas/dusters also provide better temp resistance. As far as shirts and pants of regular (non protective) materials, it really doesn't matter.
#10
General Discussion / Re: No Assault Rifles?
September 19, 2015, 10:22:24 PM
It's normal.

There are mods for weapon crafting if you want to make some
#11
Outdated / Re: [A12] Containers For Stuff (v1.1.1)
September 16, 2015, 02:03:59 PM
This mod is causing lag every time I right click on anything while colonists are not drafted. I've double checked with mod on and off and this is what is causing it.

When colonists are drafted you can order them to do things like rescue / capture / eat food / talk to comms without issues. When they're not, every right click, be it hauling or any other type of interaction makes the game really laggy. Even more laggy when the colony gets bigger. I have over 40 people now and lots of stuff, whenever I right click to haul something specific the whole thing freezes for 5-10 seconds.

I also can't seem to disable the mod and "rescue" the saved game. I deleted all storage boxes so they're not part of the save but I still can't load the game properly after disabling the mod.

Help!
#12
It's not working for me but I have no idea what could be conflicting with it

http://i.imgur.com/4edbZ4C.png

here are my mods

Do you have any suggestion where I could add your code to core? I planned my base with this in mind so I'm in a bit of a pickle
#13
Mods / Re: Mod Request: Bird's Eye View
September 08, 2015, 03:42:16 PM
Dev mode -> remove "draw fog" -> plan base -> put "draw fog" back

#14
Mods / Re: [mod request] speed sale and buy from trader
September 08, 2015, 03:40:28 PM
Auto selle mod lets you set up what you want to sell automatically and it does exactly what you need.

Not sure where I found it. The folder is called RWAutoSell
#15
Miniguns are garbage that takes forever to aim, misses most of the shots and those that hit are about as damaging as a fist bruise. Only redeemable thing about them is high selling price.