Thats the dev branch.. go into the files and you'll see alot of them say Cumulative or updated to 3.x.. 3.x is the current development branch
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#16
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [07.04.2016]
May 28, 2016, 07:23:44 PM #17
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [07.04.2016]
May 18, 2016, 10:32:40 PM
Not if he kept combat realism..
CR is completely broken and the author bailed. The loadout system completely breaks.. Anyone playing it is gonna be pretty pissed a few hours in when they realise.
CR is completely broken and the author bailed. The loadout system completely breaks.. Anyone playing it is gonna be pretty pissed a few hours in when they realise.
#18
Outdated / Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
May 10, 2016, 04:16:50 AM
As much as I've always loved this mod.. In fact I consider it essential to the experience. This is too buggy in its current state.
I really hope someone else picks this up and runs with it.
I really hope someone else picks this up and runs with it.
#19
General Discussion / Re: Tired of imbalance...
May 07, 2016, 08:16:04 PMQuote from: Shurp on May 05, 2016, 09:40:49 PM
The scavenger idea is actually pretty good... except... if the map is so cold that everyone is dropping dead within squares of showing up, how is the scavenger going to survive?
Scavenging mechanoids hunting for gold, maybe?
Then turn them off for icesheet.
Not everything has to be balanced for icesheet.
#20
General Discussion / Re: Distance between food and dining room
May 07, 2016, 08:02:39 PM
Turn on the room stats .. button right bottom corner. It will tell you the beauty of each room and what kind of room the game thinks it is..
They usually go for the nearest table and chair without preference for beauty though so dont have any closer tables than your dining room.
It isn't too far, my kitchens are about the same.
Looks like youre playing modded like me so if you cant get it to work then place some refrigerated storage units in your dining room for meals .. either make the cook take them there after creating or setup some crazy conveyer belts.. but your space is tight not sure if theyd fit.
They usually go for the nearest table and chair without preference for beauty though so dont have any closer tables than your dining room.
It isn't too far, my kitchens are about the same.
Looks like youre playing modded like me so if you cant get it to work then place some refrigerated storage units in your dining room for meals .. either make the cook take them there after creating or setup some crazy conveyer belts.. but your space is tight not sure if theyd fit.
#21
General Discussion / Re: A13 - Centipeeds Last bit of health bar ultra hard.
May 06, 2016, 09:41:59 PMQuote from: Vaporisor on May 06, 2016, 07:01:24 PM
I havent watched healthbar, but I think healthbar is more a capabilities vs overall HP. So the compound damage makes them essentially immobile, slower rate or fire and poor accuracy but it takes that lucky hit to get the disabling shot. I see it with other weapons. People low health with a range of limb damage, but not down vs that one lucky strike.
This is all theory though. I do not know full death mechanics except that a specific life component, brain, torso, heart etc have to hit zero to die. Starvation, bloodloss etc killing by reaching a lethal level.
Yes. Generally speaking once you have them at the bottom of the health meter they arent a threat.. Cant move or hit you.. so im guessing youre right.
#22
General Discussion / Re: Raids just bent on destroying your colony seems hollow
May 06, 2016, 04:32:18 AMQuote from: nuschler22 on May 05, 2016, 03:56:09 PM
For such a smart, intelligently constructed game, it's baffling why raiders go around destroying random objects or lighting crops on fire or killing chick 43 and all his friends.
There needs to be some purpose to them.
Before this artificial difficulty was created, there actually felt like raids had meaning. Coming in and killing all your colonists meant they could take over the colony or loot from it when they were done.
But the ridiculous notion that it makes sense that they set things on fire with no end game?
Sappers make sense. Sieges make sense. Raiders that wait to attack and then destroy my solar generator and walk past mounds of silver makes no sense.
There should be more of this not less. The raids need to be better targeted. . Not zerging to colonists.. crops animals electrics.. whatever is vulnerable.
If i were attacking them tahts what id do to weaken them.
Id kill to be able to attack the other factions btw
#23
General Discussion / Re: How to understand weapon ranges ?
May 04, 2016, 10:17:27 PMQuote from: Xav on May 01, 2016, 11:00:43 AM
That would be a great idea for a mod. i know there is one that shows the max range of a wielded weapon, but if there were concentric circles (one for each range i.e short/medium/long) , and in between each, the ranged hit percentages were displayed....
Yes.. this should be a mod or even in the core game.. some button you can press that illustrates the ranges better..
I know its sortof in the game.. but more detail would be better (also the circles dont work with combat realism mods where the range becomes too large..) Now that I think of it the circles stop at a certain range for everything.. like setting ingredient fetch distance limits at tables.. hmm
#24
General Discussion / Re: Tired of imbalance...
May 04, 2016, 10:15:15 PMQuote from: Gennadios on May 03, 2016, 03:16:00 AMQuote from: b0rsuk on May 03, 2016, 01:33:28 AMQuote from: Gennadios on May 03, 2016, 12:22:42 AM
It's time for the storytellers to live up to their concept and actually start trying to figure out how to challenge a colony without sinking it.
Why should the threats all be scaled to your colony's ability.
Threats should also be scaling with time. You SHOULD have to increase your defense to keep up otherwise its all about throttling your own percieved wealth to stay afloat..
#25
General Discussion / Re: I want to hear about exploit strategies!
April 27, 2016, 08:37:37 PM
The worst exploit in the game is shooting through jammed open doors. You can shoot them, they can't shoot you..
#26
Bugs / Re: Got married mood buff still applies after wife dies.
April 27, 2016, 12:21:12 AM
It's better to have loved and lost than have never loved at all..
#27
General Discussion / Re: Make Permadeath not Permadeath?
April 22, 2016, 09:08:31 PMQuote from: Silvador on April 22, 2016, 01:21:17 PMQuote from: Negocromn on April 22, 2016, 08:42:20 AM
Right now it is not much different than a normal game, I hope they take away the ingame load button in the future
If you're getting a load option in a Permadeath game, it's not a permadeath game.
There are only three options in Permadeath: Options, Save and quit to Main Menu, Save and quit to OS.
I think he meant that Tynan should remove the load button for all games.. in effect making all rimworld permadeath not a choice..
I think permadeath is great. It probably wasnt possible until now because alot of the glitchier ways to die are gone.
It really is the only way to play. Take the hits, lose favourite colonists.. try to come back from the brink of a massacre..
Its all too hard to argue against yourself not to reload when you dont feel its fair. I've been much more accepting and enjoyed the game alot more since permadeath.
But its not for everyone.
#28
General Discussion / Re: Eventual solution to component shortages.
April 22, 2016, 09:04:09 PM
I dont understand this barrage of component shortage complaints..
I seriously hope tynan doesnt change his mind and make it easier. Doesnt seem the type to from what Ive seen thankfully.
I have never run out.. and I play on flat maps, no mountains.
The game moves (with the trading change as well) at a much better pace now.
I seriously hope tynan doesnt change his mind and make it easier. Doesnt seem the type to from what Ive seen thankfully.
I have never run out.. and I play on flat maps, no mountains.
The game moves (with the trading change as well) at a much better pace now.
#29
Outdated / Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
April 22, 2016, 09:00:28 PMQuote from: igz33 on April 22, 2016, 12:59:42 AM
since that Iv'e install that mod, after about 10 minutes of playing, my colonist just keep standing and the game is going into sa lag spike!
I have this as well..
Pawn goes into standing mode.. If you leave him it wont crash but if you instruct him to do any task or draft him and try to move him the game will crash..
I also use fluffys mods but nothing else really.
#30
Outdated / Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
April 22, 2016, 02:52:18 AM
Thanks for the update. This mod is awesome.