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Messages - Britnoth

#226
Mods / Re: need ideas for a mod
May 09, 2016, 10:56:59 PM
Quote from: JakeTheHylian on May 09, 2016, 09:48:44 PM
Quote from: blazecreek on May 04, 2016, 08:17:28 AM
well as it said in the subject. i am learning C# and i need an idea as i can't think of something that people besides might like. any ideas will be worked on no matter how dumb :D
Just remove the big spiders and stuff that come out of mountains.

Just overwrite the chance to zero in the incident def xml. This mod takes all of 15 seconds to do yourself....
#227
SID is just xml changes. If you load it first then Combat Realism, CR should just overwrite anything it needs to.

This will remove some of the loadout tweaks but still keep the raid AI changes, I would think.
#228
Mods / Re: need ideas for a mod
May 06, 2016, 10:17:08 AM
Quote from: blazecreek on May 05, 2016, 01:27:46 PM
Quote from: stefanstr on May 05, 2016, 05:21:59 AM
Idea: try to write a new storyteller. E.g., "Lucy Longterm" - a storyteller geared towards people who want to make a colony last 10+ years without having to face tribes of 200+ people attacking them.

this is one of the best ideas i have seen so far. and it might be a great first mod for my team. but i don't think i have the time to work on this atm.

Raid sizes are generally what the difficulty level is for, not for the storyteller. Phoebe on free play difficulty should already accomplish this.

Fiona Farming removes raids entirely too.
#229
Mods / Re: [Mod Request] Haul All of It
May 06, 2016, 10:11:26 AM
It works fine... you must have some setting forbidding them to haul anymore.

When I deconstruct a steel wall and tell them to haul the steel at one end of it, they walk along the steel pile picking up 4 steel each time no problem...

My first guess would be the pawn is not hauling, but constructing something that only needs 2 more steel.
#230
Mods / Re: [Mod Request] Haul All of It
May 05, 2016, 11:53:34 AM
No, there isn't a mod.

Because this is what they do in the vanilla game. I have no idea why they only haul 2 steel. Forbidden? Zone restrictions? Frail/bad back and missing an arm?
#231
As this is unlikely to be fixed before the next alpha release, I made my own bug fix for infestations:

https://ludeon.com/forums/index.php?topic=17094.msg210793#msg210793

Force slows the game to normal speed for the time period between hives spawning and their ants popping out. Enjoy.
#232
Can we please just have social fights entirely removed?

We already have the mechanism for colonists getting angry and going berzerk. We can control that to some extent by attempting to improve their mood.

I just played a game where i had 2 social fights total. Both time it was with people that barely disliked each other (-10 view of each other). Both times it resulted in eye scars. Both times they end up disfigured so people dislike them more. Both times a potentially good shot or good doctor is pretty much useless to me.

They could have 100 mood and be walking around as happy as anything, but still pick RNG fights with someone. The only way to try to stop this is to never allow your colonists to talk to each other.

Kinda defeats the entire point of this update, doesn't it?  ::)

Quotedespite not being able to hurt a fly on command, went into so many fits of anger over having an ugly room

You could always give her a better room, or do something else to try to improve mood. Social fights are _only_ RNG.
#233
Mods / Re: Colony Wealth
May 03, 2016, 03:41:11 PM
If it is wealth when calculating raid sizes yes that is pretty straightforward, as it is called as part of the storyteller. Meaning a new storyteller can use a new class that calculates raid sizes however you want.

I think the no incident trolling mod replaces the storytellers with ones that use just building wealth and colonist population only?

This will make a colonist with a pistol the same value as one with a charge rifle and power armour, however...  ::)
#234
QuoteBy the way, as the expert player you are, embrasures aren't part of the vanilla game.

I am well aware there are structures called 'embrasures' as part of a mod. They are often not used as unchanged they entirely break the AI.

Quote from: nuschler22 on April 30, 2016, 06:44:52 PM
I have the ship that causes the drone. 

I've been trying to hit it with mortars, but for some reason after quite a few shots my colonists have yet to hit it once. 

I've tried building a small embrasure building nearby and attacking but the centipede takes out most of my colonists quickly. It seems amazingly overpowered.

Nothing like investing hours into a colony only to have no chance because my colonists only have pea shooters.   Quite frankly, it makes me want to play a different game.

Nothing in your post says what mods you are using, if you mean embrasures from a mod or just some wall/sandbag defence. Eventually you complain about the replies you recieve and then admit you are playing a modded game.

QuoteMods are part of this game and most people use them.  Maybe you don't understand that.

Maybe you don't understand that people cannot read minds across the internet. Mods are not part of the game - mods are mods.

QuoteThanks to everyone else who is actually trying to help.

Everyone in this thread was trying to help. Except perhaps... you. You just asked for help while wasting peoples time by not disclosing the important fact you are playing a heavily modded game. And you have enough experience to probably find the mod causing it and deal with it yourself.

I would suggest this topic be locked.
#235
Mods / Re: Colony Wealth
May 03, 2016, 11:36:43 AM
The game already differentiates between item wealth and building wealth?

AFAIK there is no definition to 'ignore' certain items when calculating this (other than items you cannot see), so that would be a bit more complicated.
#236
Quotethen it must be a mod or some kind of bug making them overpowered.  Or perhaps, more importantly, making my weapons under powered with less range. 

Yeah, if you state a generic post complaining about how unfair something is, and how you want to quit the game without even informing anyone you are using a modded game that makes them much more difficult;

a) Replies are quite likely to be less than helpful, and

b) The game being unfun for you is entirely your own fault for using such mods when you have no idea what they are changing in the game.

I'd hazard a guess this is Combat Realism mod.. an excellent mod from a modding perspective, but I'd not expect the highest game play balance from it when it contains the word 'Realism' in the title.  :P

Combat Realism includes armour piercing for weapons. Last I checked the AP for the small arms was too low to more than scratch the centipede armour. It also buffs the minigun to sniper ranged death machine levels of 'balance'.

I would suggest tracking down which mod (CR or another) is changing the centipedes, and then searching in that mods thread for information about how others deal with it.
#237
General Discussion / Re: Tired of imbalance...
May 03, 2016, 10:52:36 AM
Quote from: Shurp on May 02, 2016, 06:32:03 PM
My five colonists have a survival rifle and four great bows.

Three of the six pirates building mortars have sniper rifles.

I know, I know, I can just load the autosave... but I'm just tired of the silliness.  I think I'll wait for some balance in a14 instead.

(Oh, this is on Cassandra btw.  I know, I should play Randy so I have more balance, right?)

If you don't want a challenge, drop the game down to base builder or free play.

Sieges like this should be the norm, not the exception.  ;)
#238
Playing on normal speed all the time is not really an option though is it. Until that is fixed, people will die before you can hit pause.

Then it just becomes RNG irritating, not difficult.

Hunting animals are equally irritating too. If you want to try it, I made a simple alert when something larger than a human starts hunting anything. You can find it in my thread in the unfinished mods forum.
#239
Quote from: Britnoth on May 01, 2016, 01:41:32 PM
Newborn animals cannot get through the night without starting to starve because of that.
#240
Reduce the difficulty level?  :o