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Messages - jackarbiter

#91
Quote from: pestilenz on April 25, 2016, 02:49:16 PM
np :) but I'm stupid, I have totally missed the Haul button, just watched the Unforbid.
Final and last version attached. The VeinMiner appears behind the Mine button, the Increase Haul Priority buttons behind the Haul button. No more modding.

Thanks for the update, hadn't had time to play it anyway.
#93
Quote from: Orion on April 25, 2016, 11:18:38 AM
I never saw this as an issue. I always capture crashlanders, Spacers don't seem to mind.

I guess I was not wanting to capture my own dude's brother, and figured he'd hang out as a guest... I didn't know if there would be repercussions since it always tells me spacers get angry, but I guess there aren't really any spacers that pay attention to this. I'll just capture them from now on.

My problem with recruiting the trader was A) everyone else enjoyed the trip so much I still got a net gain positive relation after recruiting (but I probably had the early bonus to success), B) the trader had... I think tons of expensive seeds since I was unfortunately using the seed mod at the time (got rid of it for my next playthrough) and C) I didn't want to game the trader for the thousand silver in seeds but objectively as a colonist with the skillset I needed it was by far the best option. I can live with recruiting traders as it is now, but if you are tweaking around and address this in some manner that'll be cool also.

Thanks again for listening to the feedback.
#94
Quote from: pestilenz on April 25, 2016, 05:17:16 AM
New version attached. I just changed the sorting, this way the VeinMiner appears behind the Mine button, The Priority designator after the Allow tool.

Thanks :)
#95
Quote from: Totti on April 25, 2016, 09:29:02 AM
http://prntscr.com/awmhgs
This seems to be the problem. But how do I fix it?

It looks like however the file was saved, either in game while having the mod loaded incorrectly or after you "fixed it," it got way corrupted. I doubt there's a way to fix that manually since there is probably more than one or two lines missing. Do you have a slightly earlier save or one you could compare the end to?
#96
"- recruiters now stop if opinion is maxed out or too low"

Good to see this change.

Will there ever be some option for people who've crashed on your map to stay as guests for a minute? I haven't looked through that section of the game's code, so I don't know if it'd be someone you could grab based on status before they wander off.

Had one of my colonist's brothers crash down, revived him back from nothing, the second he was well he's like "adios!" And I'm out some medicine. Happens a lot, but was especially annoying that the dude was related.

Also kinda messed up that you can recruit a trader and they leave all their stuff, but I can't remember if you've addressed this or if it was too out of reach of fixing in code.

Don't mean to nitpick, definitely one of the best mods.
#97
Quote from: Totti on April 25, 2016, 08:49:48 AM
I did it like you said.
http://prntscr.com/awlyhx
But still got this error
http://prntscr.com/awlz3v
Find line 69872 position 15 and see if there's a missing >

Odds are that's the last line and there isn't a missing > but it's missing well above that somewhere, I dunno. But worth a shot.
#98
Quote from: Dugalle900 on April 24, 2016, 11:30:38 PM
Why do I have to research Rib replacements in order to install ribs but to instal bionic stuff I don't have to research anything?

You have to research bionics... no?
#99
Quote from: Katavrik on April 24, 2016, 11:20:31 PM
Updated to A13. No new features or new content.
- Updated for A13
- Rebalance for crashed ship parts deconstruct resources. Components added.

:D
#101
EdBInterface.dll still needs to be deleted from EdBColonistBar>Assemblies.
#102
Quote from: AllenWL on April 23, 2016, 01:29:30 AM
I'm trying really hard not to check the computer every hour. I only succeeded every other hour :P

You, sir, are the embodiment of restraint. So far I'm only succeeding in posting every other hour.
#103
Quote from: Plasmatic on April 23, 2016, 12:37:11 AM
Just wanted to mention your original post links Omnigel twice, where one should be the transponder :)

I was wondering why it linked it twice, and when I found the transponder I was like "this is awesome! I don't remember this being linked anywhere!" Probably the coolest mod since everyone says space traders are so rare.
#104
Quote from: 25wes25 on April 23, 2016, 12:09:49 AMwe'd probably have to have either modding tools, long ass work arounds, or the implementation of hesitant AI into the base game.

That's all I was saying, when I went back to edit I took another look at your post and realized you were just talking theoreticals ("I was just wondering") and I probably shouldn't have posted since what I wrote probably came across as "you're wrong on the Internet." Was just thinking out loud that this implementation of CR will probably not involve the level of AI that we'd all prefer since it is so complicated just on a base level compared to anything that has come before it.
#105
Quote from: 25wes25 on April 22, 2016, 11:24:44 PM
Allen, what I more so meant was that if the raiders are affected by ammo, I would prefer that they only switch to Melee and charge if they're either unable to scavenge ammo and it's pretty obvious from their perspective that they could win.

For example the last 10 raiders exhaust the majority of their ammo and decide to charge in with Melee because all the colonies turrets in sight were destroyed and there were only a handful of colonists left alive. I.e. The Pirates charge if they think they can win otherwise if it's a lengthy and deadly gunfight then they eventually just bail.

I don't know much about the AI routines in this game (I've looked through source code but not AI source code), but it generally takes multiple generations of a AAA game to get to the point that the AI is this calculating (I've some experience with Fallout 4 and NPCs aren't at this point yet). Most games it's a distance check to the nearest enemy, then they switch to melee.

Currently (from experience) the entire AI calculation for attacks is "we've lost 1/3 (or whaver percentage) of our peeps, bail." Which is a simple count of pawns alive vs. pawns that attacked, checked (probably) only on attacker pawn death.

But I agree, that is an optimal scenario, and I'd like to see it available at some point. I don't think it'd be impossibly complicated, but perhaps beyond the scope of the next release of this mod.