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Messages - Justin C

#271
Quote from: Daman453 on September 07, 2014, 07:39:46 PM
Quote from: Justin C on September 07, 2014, 07:37:25 PM
Quote from: Daman453 on September 07, 2014, 06:51:43 PM
Quote from: Andellmere on September 07, 2014, 06:21:33 PM
Quote from: Daman453 on September 07, 2014, 06:06:25 PM
Still no attacks in like, 3 weeks, i got 1 raider attack. I have the Zombie Virus Active up in the active

Did you follow the advice of Justin C?
If you haven't recreated the world file for your colony you will wait until the stars grow cold for zombies to show up. The zombie faction is created when the world is and without that faction, no zombies will spawn.
If you wish to keep your current colony, you can recreate the world it is on if you have the seed for it and the factions should be regenerated.
If you have created a new world after enabling the mod, you have a genuine problem.
I created a new world to test it, No faction. Turns out in the code that <raidCommonality>0</raidCommonality>
   <canFlee>false</canFlee>
   <hidden>true</hidden> < Was true, then i did false. Now see the faction. I am no coder, but i think what i downloaded is kina broken
    <canSiege>false</canSiege>
Nope. That's all intended.

RaidCommonality is 0 so the game doesn't use the faction for normal raids. There is a separate incident for zombie raids.

The faction is hidden so it doesn't show up in the list of factions, because obviously zombies are not an organized faction. I just need it because all Pawns need to belong to a faction and all raids need to use a faction.
Will it be fine being on the list? How about the code i just sent you?
I'm not sure how the mod will behave if you have it on the list.

In older versions all visible factions would be used in the raids. The RaidCommonality variable was added to get around that, so it shouldn't make a difference having it visible now. But since I haven't tested having the Zombie faction visible in Alpha 6 I can't say for sure.
#272
Quote from: Daman453 on September 07, 2014, 06:51:43 PM
Quote from: Andellmere on September 07, 2014, 06:21:33 PM
Quote from: Daman453 on September 07, 2014, 06:06:25 PM
Still no attacks in like, 3 weeks, i got 1 raider attack. I have the Zombie Virus Active up in the active

Did you follow the advice of Justin C?
If you haven't recreated the world file for your colony you will wait until the stars grow cold for zombies to show up. The zombie faction is created when the world is and without that faction, no zombies will spawn.
If you wish to keep your current colony, you can recreate the world it is on if you have the seed for it and the factions should be regenerated.
If you have created a new world after enabling the mod, you have a genuine problem.
I created a new world to test it, No faction. Turns out in the code that <raidCommonality>0</raidCommonality>
   <canFlee>false</canFlee>
   <hidden>true</hidden> < Was true, then i did false. Now see the faction. I am no coder, but i think what i downloaded is kina broken
    <canSiege>false</canSiege>
Nope. That's all intended.

RaidCommonality is 0 so the game doesn't use the faction for normal raids. There is a separate incident for zombie raids.

The faction is hidden so it doesn't show up in the list of factions, because obviously zombies are not an organized faction. I just need it because all Pawns need to belong to a faction and all raids need to use a faction.
#273
Quote from: Andellmere on September 07, 2014, 06:21:33 PM
Quote from: Daman453 on September 07, 2014, 06:06:25 PM
Still no attacks in like, 3 weeks, i got 1 raider attack. I have the Zombie Virus Active up in the active

Did you follow the advice of Justin C?
If you haven't recreated the world file for your colony you will wait until the stars grow cold for zombies to show up. The zombie faction is created when the world is and without that faction, no zombies will spawn.
If you wish to keep your current colony, you can recreate the world it is on if you have the seed for it and the factions should be regenerated.
If you have created a new world after enabling the mod, you have a genuine problem.
This. Without the zombie faction, there are no zombie raids.

There is currently no way to apply the mod to a pre-existing colony. Sorry.
#274
Quote from: Daman453 on September 07, 2014, 03:24:42 PM
I can't get a zombie attack to happen, Can i edit the code so i happens more often?
Did you create a new world after installing the mod? Zombie attacks happen pretty regularly, so if they aren't coming that is probably the problem.
#275
I'll have a new version that works with MAI up either tomorrow or Sunday.
#276
Quote from: thefinn on August 30, 2014, 06:33:22 PM
Quote from: Iwillbenicetou on August 28, 2014, 11:29:57 AM
If you change your difficulty to rough or something, then you get a raid from zombies of about 3 of them. You can change them to be more toned down.

Yeah the issue is the timing of them, I sometimes just play on harder difficulty but play the easy storyteller so I have a lot of time between raids.
Ah, that must be it then. I can see where it would cause problems on the lower difficulty settings now.

For those playing on a higher difficulty, do you think the zombie raids happen too frequently? And do you think the hoard sizes should be reduced? When you answer please let me know if you have any turret/weapon mods that make it easier to fight them.

You guys can expect an update by the end of the week at the latest.
#277
Quote from: thefinn on August 28, 2014, 08:53:44 AM
Quote from: FireFly on August 28, 2014, 04:49:43 AM
Day 34. 8 zombie raids, one large, the rest massive. Not one pirate or tribal raid. Plez nerf ^_^
I have SC and a few other mods on. Looked through the configs but couldn't find a way to tone them down at all. I love this mod, but I can't even keep up with the pile of bodies, let alone the zombies themselves.

Kind of agree.

You note in your patch notes that you started spawning zombies without the use of the storyteller, which would be fine as long as there was some method to tailor the rate and size of zombie spawns. It does kind of negate the entire method of balancing the game if you remove the storyteller.
I still use the Storyteller's way of determining the hoard size based on wealth and difficulty setting. I just removed the storyteller's ability to spawn the waves. They do seem a bit large though, which I assume is a result of there not being any zombie types that cost a lot of points to spawn. I'll reduce the spawn sizes a bit if that's what people think needs to happen.

It's a bit odd that FireFly was only seeing zombie spawns. As I said, the day after I launched the new version I watched a streamer for about 10 hours, and he seemed to have a pretty balanced mix of normal raids and zombie raids.

The problem is it takes a lot of time playing the game in order to properly test the mod, and I just can't spend 30 hours playing the game to tweak it right now. That's why it's important for you guys to keep giving me feedback.
#278
Quote from: henryheyhey123 on August 27, 2014, 06:26:59 PM
For me, the zombies spawn and give me an alert then disappear a split second after, giving me the error 'Operation is not valid due to state of object'.

Other mods installed are:
Ts Mod:
MoreFloors
MoreCarpets
ConditionRed
MiscStuff
Blasting Charges
Minigun Turret
Workplaces
Yeah, it's the same issue that was talked about at the end of last week.

I know I said I was going to fix it early this week. I wound up taking a few extra days to work on my Ludum Dare game, since I didn't manage to get a playable version finished for the end of the event.
#279
Quote from: Haplo on August 22, 2014, 03:23:54 PM
Quote from: Ominus on August 22, 2014, 02:47:51 PM
here you go, hope its of some use.

Thank you.. Hmm, it is really a problem from the zombie mod... As it casts a found pawn directly to BitablePawn. The problem is, that Mai is not a BiteablePawn. She is an AIPawn with a Pawn as a base..

Hmm, It may work, with some small changes to the assembly...
But I'm unsure, if what I've found is all that's needed... We'll see...

Alternately I could make an Mai that inherits BitablePawn, but that version wouldn't be compatible with non zombie mods... And.. do you really wanna have a zombie Mai? ;)
Yeah, I did assume that all colonists would be biteable in the bitten alert check. At the time I wasn't concerned because I assumed that if there were colonists who weren't pawns the mod just wasn't working for whatever reason. I guess this makes me an ass * 2.

Ludum Dare starts in about 2 hours so I am not going to commit to fixing the issue tonight. It ends on Sunday evening, so after that I will make sure Zombie Apocalypse is compatible with MAI.

If there are any other mods you guys are having compatibility issues with please list them here so I can try to fix those for the next release.
#280
Quote from: vagineer1 on August 22, 2014, 10:23:38 AM
Quote from: Iwillbenicetou on August 22, 2014, 09:32:31 AM
Follow these steps:
Defs>IncidentDefs>BaseIncident_Zombies then fiddle around. Airborne virus is at the bottom.

I checked out the XML file and the chance for the airborne virus is 0 (I did not edit it) Does that mean it will not happen?
No. It is set to 0 so the Storyeller won't call the events. The mod actually handles deciding when raids and the airborne event happen.
#281
Off-Topic / Re: Ludum Dare 30
August 22, 2014, 01:27:02 AM
Quote from: StorymasterQ on August 21, 2014, 08:05:51 PM
Oh, yes, Quill18's last Ludum Dare entry was phenomenal. Some sort of Mars drilling thing, I think. Haven't played it, but it looks so good, he could slap on just a tiny bit of polish on it and release it as an actual game.
I just went and played it. Very impressive for a 48 hour project.
#282
Video / Re: Recording w/o Audio?
August 21, 2014, 07:39:20 PM
You can get a headset for pretty cheap so you can talk while you play. That's your best bet.
#283
Off-Topic / Re: The Drunkard's Tavern.
August 21, 2014, 04:31:50 PM
Quote from: JKTD1919 on July 09, 2014, 01:18:27 AM
SOMEBODY ELSE found this game through Scott Manley ;)
Lots of us found the game through Scott. It's a shame he doesn't play RimWorld these days.
#284
Quote from: bird929 on August 21, 2014, 02:37:36 PM
This mod is dose not work for me, i can not unstuff it. :(
Can you give more details? Are you getting a black screen? If so you might be trying to use the Alpha 4 version with Alpha 6 RimWorld.

I just posted a new news article to ModDB, so when that is approved it should fix the problem of people accidentally downloading the old version.
#285
Outdated / Re: Headsup
August 21, 2014, 01:40:44 PM
Quote from: ghandhi_rules on August 21, 2014, 06:43:37 AM
The ModDB frontpage is linking to the Alpha 4 download, you'll have to go to the top for downloads to get the latest. Hopefully this saves others my sorrow of trying to get it to work while using the wrong version.
Sorry, the front page is displaying the Alpha 4 release article, since I haven't finished the Alpha 6 release article yet. I added a warning above the link in the article for now.

Quote from: khromosone on August 21, 2014, 07:42:53 AM
Annoying, playing on casual and they still send 5-6 zombies first go. They are hard to kite and boring really.
Weird. It should only be spawning one or two the first time. Did you build up your base a bit or add defenses before the spawn?