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Messages - night777

#16
Ideas / Re: Raid Balance
September 17, 2016, 02:55:38 PM
Quote from: Trenix on September 10, 2016, 04:33:20 PM
Quote from: nccvoyager on September 07, 2016, 05:20:43 PM
Raids are calculated in A15C taking into account colonist count, and wealth in buildings.  The game is also supposed to take into account wealth in items, which means that you should be getting that type of raid regardless of whether you have stone lying around, or have built walls out of it.  Currently, a bug causes the game to not take into account the wealth in items when calculating raids.
  Setting up deadfall traps, even if they are out of wood, would help defend against this type of raid.  Getting turrets up and running would also help.

I tried removing the story teller from random to the one that allows you to have some breathing room in-between conflicts. Nothing changed. I had a toxic fallout then a volcanic winter, then a raid which was godlike with top tier weapons and gear and additionally outnumbering us. Sorry, but this game is completely imbalanced. Seeing my whole colony fall because of something I couldn't even fight back with, is ridiculous. Deadfall traps are also useless. The enemy is not stupid enough to go to them and it seems like my colonist are the one ones who run into deadfall traps, so I don't even bother.

Game is fun, but there is an awful lot of lategame content which is very difficult to get to. I'm also getting so fed up with having incompetent colonists, who can't haul, can't clean, can't fight, just too frustrating. Rimworld isn't funny anymore, it's getting annoying. Raids come, don't stop destroying your base until its gone, then they don't just steal your resource, but also all your colonists that are capable of recovering what you have left. Surviving with 1-2 colonist, is a guarantee loss unless you cheat. Also having two raids one after the other with intense equipment and numbers, nah no balance within the game. Not in any story teller. The way raids are calculated, just isn't fair. Also creating turrets? With so many wind turbines and batteries, I can barely keep my base powered.

Yes baby, the game is meant to kick your ass and actually have losing conditions. Try an easier difficulty.
#17
Suggestion in subject
#18
General Discussion / Re: Tattered personal shield debuffs
September 14, 2016, 06:37:44 PM
Quote from: stu89pid on September 14, 2016, 05:52:41 PM
the tattered apparel modifier is my least favorite in the game, more so for armor/shields
if I'm in a survival situation and someone is shooting at me, I'm not going to care about aesthetics.

You might begrudge your commander for providing inferior quality of protection though.
#19
Hi,

Here's the steam workshop link
http://steamcommunity.com/sharedfiles/filedetails/?id=763237011

I attached the scenario, no mods required, but is compatible with any mod that doesn't overhaul the base game, like the medieval mod that takes guns out.

Here's the description
"Not everyone agreed that a remote research colony in semi-hostile space was going to be a good idea. But commercial interests want to know how the so-called "Jade Planet" came to be. Perhaps the unusual weather patterns generate the abundant jade.

Now we've encroached on hostile territory and the planet is being bombarded by a mechanoid faction. Toxic weapons and lightning missiles deployed by the hostile mechanoids are causing widespread sickness and fire.

Your rapid deployment means sufficient precautions weren't taken to entirely prevent toxic build up while traversing the alien atmosphere.

No trade ships will venture here.

Electrometallicexpansive properties discovered in silver over 2,500 years ago make it the optimal choice for bunker material during this emergency mission.

More supplies are enroute from the homeworld.

Lead Off-Planet Elite Team Six to rescue as many colonists as possible before the Planet Killer arrives.."
<< Tons of incidents and things designed to keep things rolling >>

The scenario's planet killer arrives in 66 days, can you get Team Six off the planet with their rescued colonists?

Start:
Start with:
-Silver x40001
-Packaged survival meal x60
-Glitterworld medicine x40
-Power armor x4
-Power armor helmet x4
-Charge rifle x3
-Sniper rifle
-EMP grenades
-Personal shield
-Red foxskin parka x6
-Red foxskin pants x6
-Plasteel gladius x2
-Medicine x40
-Pistol x4
-Plasteel x1150
-Component x50

Map is scattered with:
-Jade x17894




[attachment deleted by admin - too old]
#20
Mods / Re: Please help me bring my scenario into A15c
September 14, 2016, 12:47:00 AM
Yeah, I don't see any option for the thumbnail neither. I left the author a comment asking for information.

Thanks again for helping me out Deimos Rast!
#21
Mods / Re: Please help me bring my scenario into A15c
September 13, 2016, 06:07:14 PM
Here's the steam workshop page http://steamcommunity.com/sharedfiles/filedetails/?id=763237011

Does anyone know how to get a custom thumbnail to display in the workshop? I see one scenario (plane crash) that has a custom thumbnail, so it must be possible.
#22
Mods / Re: Please help me bring my scenario into A15c
September 13, 2016, 05:04:15 PM
Quote from: Deimos Rast on September 12, 2016, 10:05:44 PM
So I made you a thing.... ;D

Picture them there, standing on the hill at sunset, gunfire rippling through the still evening air, Team Six! But they are not alone - in fact they are surrounded by a horde of vicious, man eating...CHINCHILLAS. Wave after wave of the snarling, bloodthirsty chinchillas pour out of the walls of the canyons - Team Six crash landed into a Chinchilla Warren! Is this the end of our heroes? Will they be devoured by cute furry monstrosities?! Find out next week (or by playing this custom scenario)....
;D ;D ;D
Totally just messing with you. I copied and pasted everything you wrote in the OP; tested it and it loads fine.
To upload it to the Steam Workshop, you'll need to go into New Colony > TeamSix > Scenario Editor > Edit > Upload to Workshop
I set it so that it doesn't require any mods, let me know if that's a problem.
To install, put in your Scenarios folder (it's in the same directory as your Saves folder).

Cheers.

TeamSix Scenario

P.S. the file hosting site you used is kind of dodgy...

Awesome I'll consider the 500 Days Chinchilla war as OPETS' first fan fiction :P

Thanks for the fix here.

Its uploaded on steam and I'm putting together its scenario page, I'll return to link it later on so you can see the result of your handy work.

I have a question. How did you manage this? Did you really just paste a new file together? That's so weird, how come when its returned to me it uploaded to the workshop just fine? Quirky system or did you make any modifications aside from clipping the mods required -- because I did the same exact thing in one of my attempts!

#23
Bugs / Rimworld opens on 2nd monitor in dual monitor setup
September 13, 2016, 12:28:32 AM
Hi

Rimworld is opening on my 2nd monitor rather than on the first monitor. This was not the behavior prior to A15, although my memory of this is from a few months back, as I wasn't running dual monitors when I reinstalled Rimworld during the late part of the A14 cycle.

Anyhow, now its opening on the 2nd monitor which isn't where I'd like it to! I wouldn't mind having an option to send the program to display from a certain monitor, but as it is now, its not choosing the primary monitor.
#24
I need my pawns to have sweet colors and gear like Mrofa's avatar!
#25
Rare is a base I make with more than 2 entrances. I think I'll use one position setting as a combat-preparedness roll call at the armory for red alert moments :)
#26
Mods / Re: Please help me bring my scenario into A15c
September 12, 2016, 08:29:50 PM
There it is, thank you, still looking for help getting this scenario ported to A15!
#27
General Discussion / Re: Wanderers.....
September 12, 2016, 03:29:23 PM
Quote from: Franklin on September 12, 2016, 02:14:03 PM
Quote from: Britnoth on September 12, 2016, 01:34:17 PM
Quote from: 8roads on September 12, 2016, 09:49:10 AM
Quote from: Britnoth on September 12, 2016, 09:08:07 AM
Make a prison room.

Arrest the useless colonist.

Strip and haul out their gear.

Then 'accidentally' leave something in the doorway so they 'escape'.
now this is an exploit (not that i care)
How is this a bug exploit?

He said it was an exploit, not necessarily that of a bug. It's an exploit in behaviour logic similar to Prison Architect where, if you have a prisoner you absolutely cannot contain, but can't euthanize without penalty, you lock them in a cell that conveniently opens to a field outside the prison where guard towers patrol, allowing nature to take its course when the game logic dictates 'if can escape, escape'. He's exploiting the understanding that the game doesn't factor more nuanced follow-up arguments like 'if escape seems like trap, do not escape' or 'if escapee was lured to attempt escape to be killed, mood penalty'. These are hard to program.

This is exploiting the gameworld and is not abusive, its a beautiful instance of systems-based game design creating nuances in the gameplay possibilities. And its realistic, to a degree, what wanderer would stick around at a colony that stuck her into a prison (with no other option) and stripped her possessions? Maybe if Y Hold Door also allowed prisoners to escape it would make more sense of course. (I don't know if Y hold door open permits escape)
#28
Mods / Please help me bring my scenario into A15c
September 12, 2016, 02:55:20 PM
Hi all and skilled modders and Rimworld developers Tynan & Co,

I formulated and developed a scenario that is among the most complex I have seen created for Rimworld. Its formulated for fun and to be a somewhat unique experience in this game, by not only having a Planet Killer timer but some light-story motivation tied into it and all of the pieces of the scenario work together to create a fun experience.

I created the scenario in A14 and was playtesting it when A15 came out. I hadn't uploaded it to the workshop yet. When I completed my playthrough, tweaked a few scenario settings, and clicked upload to workshop I get a problem. The problem is total failure to create the workshop page. I get "404: File Not Found" error in-game as soon as I attempt the upload. And yet I can open the scenario, see it in my Ludeon folder, and create a new colony under the scenario conditions.

Please help me put this scenario in the workshop. I'd like to give others the opportunity to play it and give me their feedback.

I have attached the scenario.

BTW I have tried the following fix:
1. I noticed the Planet Killer parameter in the scenario file was named Worldkiller in A14. So I updated the Worldkiller to the new form of the parameter, Planetkiller.
However this did not resolve the problem with the upload.

2. I attempted to paste the scenario parameters into a blank scenario file generated in A15. I also shed all mods to make it more simple. The scenario has no parameters related to any mod. The 404: File Not Found error persists.

I think there may have been other scenario parameters who's call tags (or whatever you call them) were modified, and what's happening is that one of the 50 different parameters along with Planet Killer also had its name tweaked. If that's the case, unless someone has noticed a parameter in the scenario operating with a new call tag. Or maybe if Tynan or another developer saw this post and happens to know which parameters were renamed along with Worldkiller - Planetkiller (for instance "start with red fox skin pants" may have changed its call tag, going from RedFoxPants to RdFoxPants, like Planetkiller became Worldkiller).

Please help me get this scenario into the workshop without having to click through every dang setting again!!

Off-Planet Elite Team Six Rescue! scenario file
http://www.fast-files.com/getfile.aspx?file=121300

Easy map start save file
http://www.fast-files.com/getfile.aspx?file=121299

(edit: the scenario may or may not work with just Core, I just remembered I opened it with my standard assortment of (simple, like furniture) mods)


P.S. I haven't played through the whole scenario in A15, but it loads up a new colony just fine. My main focus is in getting the scenario working for the workshop upload without having to reclick every setting in the scenario editor gui, because its a lot of clicks..

If there is a developer reading this and you may be able to recognize which parameter was changed off-hand please review the scenario parameters pasted here.


<scenario>
<name>OP Elite Team Six Rescue!</name>
<summary>You're leading Off-Planet Elite Team Six to save the inhabitants of a remote research colony marked for death by hostile mechanoids. Radar is picking up a Planet Killer class weapon en route to your position. Extreme difficulty Cass or Randy is recommended for Vets.</summary>
<description>Not everyone agreed that a remote research colony in semi-hostile space was going to be a good idea. But commercial interests want to know how the so-called "Jade Planet" came to be. Perhaps the unusual weather patterns generate the abundant jade.

Now we've encroached on hostile territory and the planet is being bombarded by a mechanoid faction. Toxic weapons and lightning missiles deployed by the hostile mechanoids are causing widespread sickness and fire.

Your rapid deployment means sufficient precautions weren't taken to entirely prevent toxic build up while traversing the alien atmosphere.

No trade ships will venture here.

Electrometallicexpansive properties discovered in silver over 2,500 years ago make it the optimal choice for bunker material during this emergency mission.

More supplies are enroute from the homeworld.

Lead Off-Planet Elite Team Six to rescue as many colonists as possible before the Planet Killer arrives.. </description>
<publishedFileId>750459148</publishedFileId>
<playerFaction>
<def>PlayerFaction</def>
<factionDef>PlayerColony</factionDef>
</playerFaction>
<parts>
<li Class="ScenPart_ConfigPage_ConfigureStartingPawns">
<def>ConfigPage_ConfigureStartingPawns</def>
<pawnCount>6</pawnCount>
</li>
<li Class="ScenPart_PlayerPawnsArriveMethod">
<def>PlayerPawnsArriveMethod</def>
<method>DropPods</method>
</li>
<li Class="ScenPart_ForcedHediff">
<def>ForcedHediff</def>
<chance>1</chance>
<context>PlayerStarter</context>
<hediff>ToxicBuildup</hediff>
<severityRange>0.1246667~0.2823333</severityRange>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>Silver</thingDef>
<count>40001</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>MealSurvivalPack</thingDef>
<count>60</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>GlitterworldMedicine</thingDef>
<count>40</count>
</li>
<li Class="ScenPart_GameStartDialog">
<def>GameStartDialog</def>
<text>A research colony established a few years ago on this planet in contested space has been marked for death by a hostile mechanoid faction.

Long range radar has detected a planet killer class mechanoid weapon will be in range after about a year's time.

Get inside right away and escape the toxic fallout! It'll pass soon enough.

Buy plasteel from the locals to build your ship.

Gather as many of the surviving colonists as you can and get off the planet before you and the rest are annihilated by the planet destroyer.

Quick! Build a bunker before toxic build-up cripples Off-Planet Elite Team Six!</text>
<closeSound>GameStartSting</closeSound>
</li>
<li Class="ScenPart_PawnFilter_Age">
<def>PawnFilter_Age</def>
<allowedAgeRange>24~40</allowedAgeRange>
</li>
<li Class="ScenPart_ForcedTrait">
<def>ForcedTrait</def>
<chance>0.99</chance>
<context>PlayerStarter</context>
<trait>Industriousness</trait>
<degree>1</degree>
</li>
<li Class="ScenPart_ForcedTrait">
<def>ForcedTrait</def>
<chance>0.99</chance>
<context>PlayerStarter</context>
<trait>SpeedOffset</trait>
<degree>1</degree>
</li>
<li Class="ScenPart_StatFactor">
<def>StatFactor</def>
<stat>ShootingAccuracy</stat>
<factor>1.07</factor>
</li>
<li Class="ScenPart_StatFactor">
<def>StatFactor</def>
<stat>PsychicSensitivity</stat>
<factor>0.9</factor>
</li>
<li Class="ScenPart_StartingResearch">
<def>StartingResearch</def>
<project>GunTurrets</project>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>Apparel_PowerArmor</thingDef>
<count>4</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>Apparel_PowerArmorHelmet</thingDef>
<count>4</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>Gun_ChargeRifle</thingDef>
<count>3</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>Gun_SniperRifle</thingDef>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>Weapon_GrenadeEMP</thingDef>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>Apparel_PersonalShield</thingDef>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>Apparel_Parka</thingDef>
<stuff>FoxRed_Leather</stuff>
<count>6</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>Apparel_Pants</thingDef>
<stuff>FoxRed_Leather</stuff>
<count>6</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>MeleeWeapon_Gladius</thingDef>
<stuff>Plasteel</stuff>
<count>2</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>Medicine</thingDef>
<count>40</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>Gun_Pistol</thingDef>
<count>4</count>
</li>
<li Class="ScenPart_CreateIncident">
<def>CreateIncident</def>
<incident>WandererJoin</incident>
<intervalDays>5</intervalDays>
<repeat>True</repeat>
</li>
<li Class="ScenPart_StartingResearch">
<def>StartingResearch</def>
<project>ShipComputerCore</project>
</li>
<li Class="ScenPart_StartingResearch">
<def>StartingResearch</def>
<project>ShipCryptosleep</project>
</li>
<li Class="ScenPart_StartingResearch">
<def>StartingResearch</def>
<project>ShipReactor</project>
</li>
<li Class="ScenPart_MapCondition">
<def>MapCondition_Planetkiller</def>
<durationDayS>66</durationDayS>
</li>
<li Class="ScenPart_StartingResearch">
<def>StartingResearch</def>
<project>ShipEngine</project>
</li>
<li Class="ScenPart_CreateIncident">
<def>CreateIncident</def>
<incident>Eclipse</incident>
<intervalDays>58</intervalDays>
</li>
<li Class="ScenPart_ForcedHediff">
<def>ForcedHediff</def>
<chance>1</chance>
<hediff>ToxicBuildup</hediff>
<severityRange>0.242~0.3593333</severityRange>
</li>
<li Class="ScenPart_CreateIncident">
<def>CreateIncident</def>
<incident>ShipChunkDrop</incident>
<intervalDays>5</intervalDays>
<repeat>True</repeat>
</li>
<li Class="ScenPart_CreateIncident">
<def>CreateIncident</def>
<incident>ResourcePodCrash</incident>
<intervalDays>13</intervalDays>
<repeat>True</repeat>
</li>
<li Class="ScenPart_DisableIncident">
<def>DisableIncident</def>
<incident>OrbitalTraderArrival</incident>
</li>
<li Class="ScenPart_CreateIncident">
<def>CreateIncident</def>
<incident>PoisonShipPartCrash</incident>
<intervalDays>28</intervalDays>
</li>
<li Class="ScenPart_CreateIncident">
<def>CreateIncident</def>
<incident>Flashstorm</incident>
<intervalDays>3</intervalDays>
</li>
<li Class="ScenPart_StartingResearch">
<def>StartingResearch</def>
<project>ComponentAssembly</project>
</li>
<li Class="ScenPart_StartingResearch">
<def>StartingResearch</def>
<project>ElectricSmelting</project>
</li>
<li Class="ScenPart_StartingResearch">
<def>StartingResearch</def>
<project>GeothermalPower</project>
</li>
<li Class="ScenPart_StartingResearch">
<def>StartingResearch</def>
<project>Stonecutting</project>
</li>
<li Class="ScenPart_StartingResearch">
<def>StartingResearch</def>
<project>MicroelectronicsBasics</project>
</li>
<li Class="ScenPart_ScatterThingsAnywhere">
<def>ScatterThingsAnywhere</def>
<thingDef>Jade</thingDef>
<count>17894</count>
</li>
<li Class="ScenPart_CreateIncident">
<def>CreateIncident</def>
<incident>PsychicEmanatorShipPartCrash</incident>
<intervalDays>42</intervalDays>
<repeat>True</repeat>
</li>
<li Class="ScenPart_CreateIncident">
<def>CreateIncident</def>
<incident>HeatWave</incident>
<intervalDays>17</intervalDays>
</li>
<li Class="ScenPart_CreateIncident">
<def>CreateIncident</def>
<incident>ColdSnap</incident>
<intervalDays>58</intervalDays>
</li>
<li Class="ScenPart_ScatterThingsNearPlayerStart">
<def>ScatterThingsNearPlayerStart</def>
<thingDef>Plasteel</thingDef>
<count>1150</count>
</li>
<li Class="ScenPart_CreateIncident">
<def>CreateIncident</def>
<incident>ToxicFallout</incident>
</li>
<li Class="ScenPart_CreateIncident">
<def>CreateIncident</def>
<incident>RefugeePodCrash</incident>
<intervalDays>14</intervalDays>
<repeat>True</repeat>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>Component</thingDef>
<count>50</count>
</li>
<li Class="ScenPart_CreateIncident">
<def>CreateIncident</def>
<incident>RaidEnemy</incident>
<intervalDays>60</intervalDays>
</li>
</parts>
</scenario>
#29
Link your mod.

I can't help with this but the author of Not My Father Star Wars Mod implemented equippable spells. Maybe he will work with you if you reach out to him.
#30
General Discussion / Re: Smelting vs Mining?
September 12, 2016, 01:12:38 AM
Rich veins of metals like Gold actually existed across the Earth's surface before mankind mined them all. Nowadays many mines dig deep into the earth (deep drilling make more sense now?) and pull up large hauls of crap, which are then washed with water and sifted through. Then oodles of tiny specks of gold are melted and combined into larger hunks or bars.

So it isn't that weird for there to be gold veins there for digging at on a Rimworld. Steel is a product of an industrial process but oh well.