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Messages - WinterFlare

#16
Outdated / Re: [A12d][ModPack] The ModVarietyPack
March 10, 2016, 01:15:31 PM
Quote from: Shad on March 10, 2016, 12:05:42 PM
Is this an aspect of the modpack, CR, or is my character just sadistic?

That's what happens when your weapons are too good, and their armor is shit. Nothing to block the blow means whatever you hit takes full damage, and as far as I'm aware power arms are pretty powerful.

This is why whenever I want to capture prisoners (for one reason or another) I use a PDW (because it does a bunch of low damage hits that won't individually destroy limbs). Likewise, when I have a berserk colonist I use something of a medium damage (or if I could get federation weapons I'd use those) because if you try to knock down your own colonist with fists, it will take too long / have too many injuries (plus eye damage), and if you use something too strong they'll lose arms / legs / ect.
#17
Outdated / Re: [A12d][ModPack] The ModVarietyPack
March 09, 2016, 05:25:37 PM
Quote from: Voker57 on March 07, 2016, 04:09:28 PM
Stuffed animals appear to be buggy: they are not included in room (if you toggle room quality display and hover it, there are borders around stuffeds), so they don't affect beauty perception.

Personally I don't like the Stuffed Animals anyway because they don't have a quality to them, they just flat out give 100 beauty.

Quote from: RoboticManiac on March 09, 2016, 01:17:46 AM
Just had a visitor go berserk in front of an improvised turret and begin to tear up one of my colonists. The turrets didn't open fire, or do much of anything. Anyone else have this problem? Second time this has happened.  :-\

That's probably because berserk colonists (and probably enemies) are only targeted by what they're attacking, or drafted colonists. If this wasn't the case a colonist could go berserk on a supply run, come back, and get blown up by a turret. You probably have to manually target for a situation like this.

------

As for the two people suggesting factions, I don't think there really are any for A12 right now. I don't look around for mechs, but the person who made Pirates and Norbals hasn't updated their other faction yet, and I honestly don't know of any other mods that add factions. You can verify that yourself here: https://ludeon.com/forums/index.php?topic=7670.msg77531#msg77531.

As for the More Mechanoids thing, simon would have to tune their weapons for combat realism because this modpack basically revolves around that.
#18
Outdated / Re: [A12d][ModPack] The ModVarietyPack
March 05, 2016, 02:45:27 PM
I think that some food items are just for variety's sake when it comes to vendors to be completely honest.
#19
Outdated / Re: [A12d][ModPack] The ModVarietyPack
February 23, 2016, 09:56:27 PM
@Bob, you need to use the tilled soil or whatever it is before you can make a grow zone, annoying but it's better than seeds please.

@Aracan I'd suggest getting a fresh version of the game and installing everything manually instead of using the included mod pack setup tool, the config goes in C:\Users\CURRENTUSER\AppData\LocalLow\Ludeon Studios\RimWorld\Config (The file is in SaveData when you download the pack.)
#20
Outdated / Re: [A12d][ModPack] The ModVarietyPack
February 22, 2016, 07:21:37 PM
"Using additional mods (not included in this modpack) is not recommended.", so you do it at your own risk.

Also, is there a way to grow natural limbs or must they be amputated off of someone else / bought? Some of my people lose toes and fingers, and I'd rather not have to make them bionics to get them to 100%+ every time.
#21
Outdated / Re: [A12d][ModPack] The ModVarietyPack
February 22, 2016, 01:08:12 PM
I wonder if it'd be possible to make it so stone blocks could be turned to sand, I've often deconstructed clubs and such by norbals (I really should start burning them) that have given me stone I don't use.
#22
Outdated / Re: [A12d][ModPack] The ModVarietyPack
February 18, 2016, 10:27:12 PM
@roy2x That's completely normal, you need Construction 1 > Furniture in order to make Cloth Beds, and higher tiers make even better beds.
#23
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 26, 2016, 01:45:28 PM
As far as I'm aware, Norbals are almost never recruitable, it's very rare for them to have an acceptable recruitment chance, anything else -should- be fair game.

Also if you find yourself killing more than injuring, use some lower calibre weapons, or ones that burn instead of penetrate.
#24
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 20, 2016, 04:22:58 AM
Quote from: dershamc903 on January 19, 2016, 02:59:36 AM
Strangely one fellow doesn't like bionics so I harvested a prisoner's arm but I can't install on that specific colonist, other colonists can take the arm, but not the one who doesn't like bionics. I can install other bionics on him, but of course that'll just lead to him being upset.

Currently Arm's don't install from the Shoulder Down, but Bionic / Prosthetics do, I'll toss a report of this on the github when i wake up.

Quote from: Pjstaab on January 19, 2016, 09:11:44 PM

What's the secret to fighting norbals? After awhile it's fine but starting off it's almost fun getting zerged by 3 times as many norbals as colonist with explosive throwing axes. They don't seem to retreat ever either. I'd honestly rather take any other faction attacking than norbals.

To start out before turrets, the only thing I can think of is to hope to god you get someone to drop a PDW, or make an outer wall for your base and set up several spots for your colonists to take potshots with pistols at (inside preferably, so if they break a wall you have several locations to shoot from) Also, anything that has a high rate of fire will make mincemeat out of Norbals, so you might want to get gun/weapon crafting as soon as you can make stone walls / craft things.

Basically, make sure the inside of your base has several spots to shoot from so you can take pot-shots, try not to make it too close-quartered. You might have a pretty banged up base by the end, but that's better than everyone being dead.

Quote from: Mechanoid Hivemind on January 19, 2016, 04:58:27 PM
how do i disable the cloths? i dont like them, i cant find the mod that adds them

There isn't any support outside legitimate bugs for most, if not all modpacks. Someone might know how, but you're most likely SOL on the matter.

Quote from: 10001110 on January 19, 2016, 10:54:38 AM
Came across few things that i don't know someone mentioned before, but here goes anyway.
Sometimes, colonists/bots are unable to haul weapon/clothing things. They just sit there, i can see the path to the item they're trying to haul flash for a split second.

I can't for the life of me remember what mod actually did this, but the Ultimate Overhaul pack had this same exact problem. Most of the time I'd be able to temporarily fix it by restarting my game. From what I remember Pawns would try to pick up already-destroyed items and while it normally happened after playing for a long time, it could also occur from a lot of alt-tabbing. If a restart isn't working then i don't know what to tell you other than possibly restricting whatever square they're trying to haul from.

From the looks of the old google doc, it could have possibly been several things: Containers for Stuff, Auto Equip, Auto Equip Infusion. I'm not certain of any of these though, because the actual thread where the fix was discussed was deleted, and the changelog doesn't really have anything addressing the hauling bug outright.
#25
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 03, 2016, 05:53:40 PM
The reason I don't like the storage with that texture is if you reverse where it's placed IE: Hopper on the right or bottom side, it'll store items IN the hopper. I tried making them symmetrical in my base having them both face inwards, but it doesn't work that way.
#26
Outdated / Re: [A12d][ModPack] The ModVarietyPack
December 19, 2015, 08:42:46 PM
Simon said they're going to work on it, unless you disable the sounds or change them yourself I don't think so though.
#27
Outdated / Re: [A12d][ModPack] The ModVarietyPack
December 19, 2015, 03:27:30 PM
My only thought is to get a fresh version of the newest rimworld, make sure to delete everything in the Ludeon Studios Folder, and go from there. I just installed the newest version of the pack and I'm not having the problems you are.
#28
Outdated / Re: [A12d][ModPack] The ModVarietyPack
December 19, 2015, 12:14:02 PM
Quote from: roushguy on December 19, 2015, 08:01:33 AM
Can someone please tell me the order in which these are supposed to load, and how I can leave the Combat Realism thing out, preferably? (I kind of like how it is in vanilla)

You're probably stuck with it seeing as how the modpack is built around Combat Realism, which as far as I'm aware means most weapon files are edited to fit with that.

As for load order, last time I downloaded the pack it came with the modconfig file.
Quote from: BiggyLew on December 19, 2015, 12:11:35 PM
The modconfig is in the correct location so I assume there is a slight error with the modconfig that comes in the pack download.

The installer didn't work for me either, so I ended up just placing the modconfig manually and it ended up working for me. It can be found in AppData\LocalLow\Ludeon Studios\RimWorld\Config
#29
Outdated / Re: [A12d][ModPack] The ModVarietyPack
December 18, 2015, 09:56:53 PM
If your entire liver is destroyed by the shot it will kill you, and that's the way organs work in this. They're either damaged or just completely shredded / blown out, more often than not the organ is destroyed by whatever it's hit with. Generally though, I've had more people die from infections or flus than I have to firefights with low calibre weapons.

I hopped on this because Ultimate Overhaul folder, so I'll just list some gripes I have, this isn't really directed at the pack maker, just some things i've observed.

COMBAT:
The minigun on centipedes are overpowered as fuck, the gun itself has such a quick wind up period, and does LOADS of damage (Along with ridiculous amounts of armor penetration, accuracy, and range.)

I don't particularly like the turret selection, but that's probably because I don't use turrets often. Along with them being loud, I see nothing they can do that my colonists can't, especially so because I want to use them as backups rather than my main defence. (There's no shotgun turret available.) It also seems a bit odd that the browning M2 uses 500 Watt, when the Minigun uses 600 (Only 100 more)

I've had 4 federation invasions and I've been able to snipe them before they even start attacking my base. I'm not sure if that's a bug or not, but it seems when I start taking pot-shots at norbals / tribals they come to wreck my shit. Maybe it's just my imagination.

OTHER:
Ship Parts don't have nearly enough HP for the amount of work put into making them, I literally just had a lightning storm take out half my ship and the time / parts required made me take a real hit in morale, I mean it fits the theme of the game, struggling to leave the planet, but if you have something made out of huge chunks of plasteel and steel that's traversing the universe for years at a time, you'd expect it to have a bit more resistance to it. It's not like it's cheaper to make ship parts than plasteel walls if you're worried about that.

Stuffed Animals have no quality, and as far as I can tell always offer 100 beauty, this seems pretty weird to me seeing as how other artwork has quality, and its difficult for those (which require a lot more work) to even get close to 100 beauty.
#30
Outdated / Re: [A12d][ModPack] The ModVarietyPack
December 17, 2015, 01:57:41 PM
I didn't say the miniguns range is fair, because it definitely isn't. It makes sense for scyther attacks to cover the entire map, but centipedes are basically heavy tanks. I'm more afraid of them than I am of 6 scythers. Whenever mech's arrive I send everyone inside and try to lure a centipede to a hallway that grenades will work well in. Getting shot at by a minigun from across the map is a death sentence.

One weird thing I did see (Not with Mechs though) is that suppressing fire will work on units with shields.

Quote from: Great on December 17, 2015, 12:14:07 PM
Also,the fact peoples die instantly from random wound(not headshot) and not from reaching 0 hp.I mean,seriously,i killed a trumpoo by shooting at it,nothing got below 270 hp,and he fall dead,with only minor blood loss.The same,my bionic super soldier die from losing one lung instantly-or torso bruise-.

Well I mean if you were running around in a cloth shirt and got hit by a bullet to the heart or liver I'm pretty sure you'd die too. Put something heavier or your people or be more careful with their placements. I've been having a lot of fun letting enemies come to me while I use rapid-fire short range weapons.