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Messages - g3trans

#1
Quote from: killer117 on January 26, 2016, 07:51:51 AM
i pushed for multiplayer just after first getting the game, but i recieved a similar response as you. id just like to have 1-2 of my friends with me on the same map, where we can all build our own bases or one joint base, and where we can help each other, hurt each other, have the occasional friendly war, then band together to fight off raiders. i know this game is all about lore and story and playing it solo, but i think playing with friends to interact with adds a whole new level of depth and meaning to that story. imagine one guy in my colony distracted a centipede long enough to let my friends people tool up and get ready, and for mine to run over and help, but was killed doing it. my friend and i could build a nice small tomb between our towns and put the hero in there. id find the expirience so much more meaningful if it was with my friends.

These were my thoughts, multiplayer would be amazing... Especially now that steam is getting closer, this is what would make this game break the market and be one of the craziest best sellers.
Well, two things, that and integrated 'approved' mods which you can choose when hosting a co-op game.

I thought more about how exactly a co-op mode would work and I have it all figured out, just haven't put it on paper since it probably won't happen :(
#2
You think the weighted 4 is out of all possible events? bad / good / nothing happening?
The storyteller would surely have an impact of lowering the good weights and increasing the bad ones, although in a12 I haven't felt any change in traders between storytellers - so I'd rather think that the 4 is out of possible good events...

Not sure, but it's definitely important if we accidently decrease possibility for other good / bad events we might imbalance the storytellers :/

I'm not home but I'll try doubling those see what happens with other types of events :D


By the way, I love your cats, did you get around porting them to A13? :D
#3
Awesome, thanks!

By the way, do you know what the 4% stands for? does that mean 4% chance to receive a trade caravan every X amount of time?

#4
Yeah, I also have a feeling that visitors without any items to trade are now also included in that percentage.

And because the land traders have so much less to offer it's incredibly hard to actually get a trader who you can sell your valuables to.
#5
Hey all,

Basically I want traders to be more common, before A13 I used to get beacon traders all the time but now I can go for a whole hour without a traveler or orbital trader comes through. I read somewhere that this could be because of the sum wealth that's under my beacons but I don't want to remove them / need to haul every time.

I'm inexperienced at modding, and I saw someone in some old post mention to just edit the Incidents_Good_Misc.xml however I'm not sure which value is good there - and I don't want to change vanilla files, I'd rather have a plug n play mod which can be turned off.


I would really appreciate it if someone would help make a simple mod folder that changes the frequency and/or removes the 'wealth' dependency or any other solution would be great.

Thanks,
g3