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Messages - crusader2010

#361
Outdated / Re: [A13] Mod MEGA PACK
May 20, 2016, 12:17:07 PM
Quote from: Fridolin on May 20, 2016, 12:10:01 PM
Ahh thanks for the fast reply!   :)

That helps me alot.

Oh an update, is a new game necessary?

No. You can now safely load the previous saved games (there was a bug with CCL which prevented that).

EDIT: no need to re-download the whole pack. You can just get the new CCL version (0.13.2.1) from that mod's page and overwrite the corresponding folders. I simply wanted to keep the pack up to date :)
#362
Outdated / Re: [A13] Mod MEGA PACK
May 20, 2016, 11:40:59 AM
Updated the pack to version v7.1; see changelog 10 for details. This will get rid of the bug with loading saved games!!

@sjclark:  the archive seems to be fine. I've extracted it with 3 archiving programs and there were no errors with anything. There must be something related to MacOS that is conflicting with the archive. Please try using 7zX or Keka and let me know if it works.

@fridolin:

There should be a research option called "Military grade turrets".
This will give you access to one automatic turret and a machine gun that can be manned(this one does not require power to operate!) -> these were added by the mod "More vanilla turrets" and are not compatible with CombatRealism, but they do work. More turrets may be unlocked by research.

The "Improvised Turret" (and several others) can be crafted at the Machining Table, after you do quite a bit of research -> these are CombatRealism compatible.

Also, do use embrasures as they will help you quite a bit! Enjoy! :D
#363
Outdated / Re: [A13] Mod MEGA PACK
May 20, 2016, 02:42:20 AM
QuoteDon't think theres 7zip for mac - I'm using The Unarchiver which I've never had a problem with (does every format imaginable). I get a bucketload of errors after extracting about 70% of the 7zip file.

Let me know when you've re-uploaded and i'll check?

It could be the fact that I used a special compression to make the archive, as well as large dictionary sizes and such. Otherwise it would've occupied  about twice as much and the download time would've been too large for certain people.

Is there an winrar version for mac? Probably the best would be to try getting 7zX (or Keka) so you don't have to wait for me(it's around 10AM here so it's gonna take a while until I get home). Though I feel it has something to do with the .wav files, like some disk access/modify rights, or something is simply incompatible with MacOS.
#364
Outdated / Re: [A13] Mod MEGA PACK
May 20, 2016, 01:41:18 AM
Quote from: Clibanarius on May 20, 2016, 01:37:02 AM
Outta curiosity, why the lack of either Misc-Training or ItchyFlea's Target Practice mods? Training is a good idea to have in the game!

They aren't working properly with some of the weapons due to CR. Plus, I believe a training dummy should have infinite life thus be unable to die. I don't think this is the case with either of the mods. I prefer to train on wildlife ;) Add them if you want but expect a strange behavior in certain cases.
#365
Outdated / Re: [A13] Mod MEGA PACK
May 20, 2016, 01:07:03 AM
Quote from: sjclark on May 20, 2016, 12:33:12 AM
I've downloaded a bunch of times and every time I get multiple extraction errors? (see attached image)



Any ideas?

Haven't even touched that mod. Make sure you are using 7zip and not Winrar when extracting. I'll reupload it tonight when I get home just to be sure...and update the CCL :)
#366
Outdated / Re: [A13] Mod MEGA PACK
May 19, 2016, 07:34:48 PM
Quote from: Rekxar on May 19, 2016, 06:34:14 PM
Yeah as far as stability goes, I've logged in more than 24 hours in a single game without any hitches besides the small minor bugs that are to be expected anyway.

Is the new pack compatible with saves of the previous version?

It should be compatible (even after removing only the Darkness Revamp mod for example). If you cannot load the saved game, simply edit that file and add the missing mods (compare your ModsConfig.xml with your saved game, and change its mod list to be identical to the former).

I did have an issue though, that I could not load any saved game (not even from newly started games). Only solution for this was to come back to CCL 0.13.1.1 instead of 0.13.2, i.e. the saved game loaded just fine when I reverted to the older version. Must be some bug... :)

Make sure you take this into account!

EDIT: it seems CCL got an update to v0.13.2.1; it should fix the save/load issue.
#367
Outdated / Re: [A13] Mod MEGA PACK
May 19, 2016, 04:02:38 PM
This pack is very stable (i'm playing it all the time) :) try it for yourself and see.
#368
Outdated / Re: [A13] Mod MEGA PACK
May 19, 2016, 01:16:04 PM
Updated main thread: see CHANGELOG 9 for details. Basically made a few updates and added 3 new mods.

I'm currently playing this exact version of the pack and everything seems ok (after a few games in god mode, and during this non-cheating one). If you do not like the Darkness Revamp(Slightly Brighter) mod, you are free to disable it!
#369
Outdated / Re: [A13] More Traits v1.1
May 19, 2016, 11:54:49 AM
Hi! thank you for this mod! could you please write a changelog in the first post? it makes it easier to know which is the latest version compared to what we have installed. Have a great day!
#370
Outdated / Re: [A13] Mod MEGA PACK
May 19, 2016, 11:33:22 AM
Quote from: Rekxar on May 19, 2016, 10:44:27 AM
Also the cleaning bug you mentioned, it seems that the issue is specifically with rock rubble. None of the colonists are able to clean that up and indefinitely stand there attempting to. So it's not an issue with the cell but rather specifically that type of dirt. Not sure what it's caused by though

You should probably take a look in that mod's thread and let the people who are still maintaining it know about this :) there should be some github links and such.

QuoteI did some testing with the issue where items get dropped when you trade. The caravans and random passerbys are absolutely fine. I believe it's the hospitality guests which you can trade with that actually consider their inventory so if they're overburdened they actually drop most of the stuff you sell to them or if they come into the map with too many items on them. Potentially exploitable I guess

The thing is I don't think I got any of these caravan-less traders lately. Those that have muffalos are ok because the beasts can carry any amount of loot (and I love it when they die after being struck by lightning and dropping everything ;D )
#371
Outdated / Re: [A13] Mod MEGA PACK
May 19, 2016, 10:18:35 AM
Yep, it's an incompatibilty between Hospitality and CR. Most likely the active modders are working on it.
#372
That's why the dumb sheep need to be on the front line and the smart snipers in the back :D
#373
Yea, but at least i know my buddy doesn't want to kill me and wants to kill an enemy. I'd get the courage to keep on firing and trust him ;D
#374
Outdated / Re: [A13] More Traits v1
May 19, 2016, 06:06:58 AM
You need to make a new colony/world. For me it works with 80+ other mods,so it's ok.
#375
Did anyone notice that your colonists get suppressed by the weapon fire of your other colonists, or am I missing something? Is this intended?