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Messages - Zakhad

#241
Plague comes from fly/flea bites and malaria from mosquito bites if you observe them they're causing a suck blood, and each time they do that they have a chance of transmitting the diseases.
#242
Quote from: Anoff on June 11, 2016, 12:49:07 AM
EDIT 2* got tired of waiting, 5 weeks, just sold him off for an easy 500 silver + 1 less mouth to feed.

Rofl, that's a feature not a bug, for a chance of making them into a vegetable :P
#243
Can't help but notice and find it very amusing the bugs are bugging out in that the fly/mosquitoes are trying to suck blood off of each other and giving malaria I'm using the alpha 13 github version with last commit being medical operations
#244
Could you make a inventory check? in that when they enter the map their inventory is registered. If they don't hear back from the members sent to your colony then they send a single scout to figure out what has happened before laying blame. If they find the said body, then they take the body back with only minor penalties, (Died under suspicious circumstances with a stacking cumulative effect in such a way like "Hold on, that's the second person to die in that territory now they're really starting to hate you") but if they find a corpse that is empty of it's equipment then the hosting colony would suffer major diplomatic relations under the assumption that they were killed for the gear.

Maybe its a bit too convoluted but its an idea i'm throwing out there.
#245
Releases / Re: [A13] P-Music (31.5.2016)
June 05, 2016, 09:35:13 AM
This seems like a cross between stardew valley and rimworld, its really good.
#246
Quote from: BandOfDog on June 02, 2016, 03:27:08 PM
Does anyone know if this is still going to be updated?

If so I have a suggestion/request!

Fluffy created a mod called Follow Me! I've tried including it manually in my own game but it doesn't seem to play well alongside the modpack.


https://github.com/skyarkhangel/Hardcore-SK/issues open a ticket as a enhancement or suggestion etc.
#247
Yeah some researches are a bit dead, like you can research crematorium which does nothing since you already have it , but its a prerequisite of recycling appeal, they haven't finished working out the research tree, hence the no gui either.
#248
Quote from: Shushei on May 14, 2016, 12:24:30 PM
Quote from: Deathking9132 on May 14, 2016, 12:04:59 PM
Can anyone tell me how to start experimental version with no help key

http://vgstrategies.about.com/od/faq/a/CommandLineP.htm

Or if you dont want to click link

Make a shortcut (right click RimWorld1135Win.eve) and chose Create Short Cut

Then Right click said shortcut and chose properties / options or whatever it is in english (last option)

Then It should look something like this E:\RimWorld1135Win\RimWorld1135Win.exe

Change it to this

"E:\RimWorld1135Win\RimWorld1135Win.exe" -nohelp

Done !

I wasnt able to do it either but I searched on internet ! Next time maybe You can do so too !

I did mine through steam, by adding rimworld to as a non steam game to my list of games and adding the -nohelp in the right click properties of the game set launch options.
#249
I got prepare carefully and mod order to work in mine, just after a few saves it'll bugout (certain in game mechanics stop working) / need restart the game and it'll carry on fine for the next 10-20 loaded saves.
#250
Quote from: lordmatiz on May 07, 2016, 03:58:11 PM
Quote from: KKorwes on May 07, 2016, 12:48:53 PM
The load time for me is roughly 5-10 minutes when starting theA13 if anyone is interested. I do have a strong gaming laptop (yes, laptop). The load time for A12D was around 30 seconds to 1 minute.

A13 version is still in dev phase.... so don't expect it to be perfect at the moment. Just open game and go make sandwich or tea  :P
I had problems with ammo not being picked up by colonists - and looks like it's because of mod order and prepare carefully mods implemented into modpack so... yeah. Be patient :)

I was asking about the times a couple of posts back, he should of referenced me rather than if anyone's interested. at least I assume he is because of the post I made asking about it. And to give a small explanation as to why: It's because It's not unique to this modpack so whether your running the dev alpha 13 of Hardcore SK wouldn't have any baring on the load times. I've done some research in that it could be related to sound files each taking 3.00 seconds each to load or some such.

Reguarding the latter, I found If I loaded my save idk say about 10 or so times my game would become bugged in that certain features would be locked in that I couldn't use group attacks, couldn't change beds etc. But competently restarting the game, and It'll work fine for so many load attempts (it may or may not be related who knows, this is the problem I encounter but I know its dev, and I'm fine with it (Well technically not really but, I'll put up with it to play early Hardcore SK alpha 13, and if I can report a few bugs and speed it along why not a?)
#251
Quote from: Epson on May 06, 2016, 12:31:32 AM
Hi Sky,

First thanks for the mod, followed since about 2.1 and have really liked most of the changes implemented. (Getting rid of parts was amazing, so were the mineral and oil deposits & the research tree is wonderful).

But I can't get into this edition because of shields. I LOVE the concept of blocking melee and ranged. But the damage resistance values are way too high. I tried preparing carefully to bring 3000 points of mid game guns and I still can't comfortably deal with the 3rd raid.

The shields make cheap, meat fodder enemies into a real danger because ranged characters are useless once they close the gap. I'm finding I can't kill a single enemy before the engage in melee and more often than not my colonists end up shooting each other unless I'm paying close attention.

What storyteller are you playing on because honestly I actually find the modded storytellers really hard especially with red events so I stick to Cassandra classic on challenge. I used to play on Hildegarde on challenge which would destroy me its not impossible, but I found myself save scumming fights.

Give us a bit of context as to how your failing the fights, your just in the middle of a open area and shooting them down? Are your shots getting blocked by trees and rock chunks as they're running towards you; in other words do they have cover? What kind of guns are you using automatic, shotguns, pistols, bows? etc etc
#252
Quote from: sidfu on May 06, 2016, 12:34:37 AM
the mod pack takes a while to load due to the amount of assets the engine has to process.
the reason it takes 5 min to load is due to the info ammount x the game engine x your computer.

im on a low high end computer and still takes me around 3 min to load so go figure from that.

The reason i brought it up is because it only took like 30 seconds to load,(Alpha12 2.5cata) now it takes 5-10 minutes.(Alpha13 2.6dev) thats an unnatural amount of time, especially considering the amount of mods in the dev alpha 13 version is less.

To clarify I'm not looking to find out why, i'm just looking for comparisons  in alpha 13 dev.

Is it 3 minutes in Alpha 13 dev?
#253
Whats the general rule of thumb for reporting problems with the .dev version I downloaded the Exp_v4 Commits on May 5, 2016. I was just messing about with it, seeing how progress is going on etc. Happened to notice the game saves don't work, you can play the game fine etc but whenever I load a save i get a corrupt file error, I could post a pastebin link etc but just wondering how its done in this modpack.

Here is a small snippet of the errorlog

NullReferenceException: Object reference not set to an instance of an object
  at Verse.Find.get_TickManager () [0x00000] in <filename unknown>:0

  at PSI.PSI.OnGUI () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

Although honestly I think it might be because i enabled EdB mod order / interface which were the only 2 mods crossed out. and i know that mod is having a lot of trouble porting over to alpha 13. But when I enabled it - I honestly didn't see any problem using it, it was working more or less flawlessly I can do prepare carefully everything works etc.
#254
I only have bluetooth as "extra" network adapters under device manager, (Yes I am using windows) I have disabled them I can report that I'm not really noticing any difference. Whats the reasoning behind it? (The load times isn't the end of the world to me just seems a bit odd.)
#255
Just wondering whats everyones load times for running the dev version of alpha 13 of hardcore sk? Mine takes about 5+ minutes to load :S I did some reading up on it through its something to do with audio files each taking like 3 seconds each to load or some such, someone who knows better can iterate on it.