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Messages - Hydromancerx

#481
Unfinished / Tools for Haul Revived?
November 19, 2016, 03:03:52 AM
Where did the "Tools for Haul Revived" Topic go?

I cannot find it anymore.

EDIT: Also where did Killface go?  :o
#482
Stories / Re: Slow Tech Experiments
November 19, 2016, 02:08:37 AM
The only limitations i have figured out is either don't build it or give your pawns limited clothing options. X out any items that is off limits and the best thing is just sell it. If you don't have it anymore you are not tempted to use it. You can also just not allow the pawns to have restricted jobs. Such as if there is now hunting discovered yet then don't assign anyone to be the hunter.

As for the fun vs annoying. For me it has been a lot of fun. It feels like a new game playing this way. I was hesitant to share my experiment. But I thought maybe others would have ideas I had not come up with yet. Again this style of play is not for everyone.
#483
Outdated / Re: [A15] Animal Hoods
November 19, 2016, 01:54:17 AM
Nice! My cavemen thank you!  8)
#484
Stories / Re: Slow Tech Experiments
November 19, 2016, 01:34:23 AM
Well its defiantly a slower paced game. It still feels like survival since you have to get by with what you are allowed to do. As for the many eras, that was on purpose so you feel more gradual growth. As opposed to the fast paced clubs now, next year solar panels!

I also have been playing on a Boreal Forest so the seasonal environment really impacts you when you have no clothing. Fire in caves basically is the only way I survived. Then grabbing animals who froze to death to make my basic clothing.

In another test before this I tried in the jungle and kept getting eaten by predators. Which while realistic, gets annoying.



Here is the cave in my test during the Homo Erectus Era As you can see the "cave" is not dug but natural. Log walls were put in to keep out the cold. The stockpile has no door so it can stay cold but still under a roof. I do have a mini jail for prisoners. I am not sure if I should allow them from the start or not. For now I am just testing how they work with such low tech.
#485
Stories / Slow Tech Experiments
November 19, 2016, 12:23:57 AM
I have been experimenting with slow tech advancement. So each "era" lasts longer. I start with a tribal start that has very tweaked settings so I start with no items and the 5 starter pawns have no clothing. I made myself a modified neanderthal mod and gave a male and a female to start with my 5 starter pawns. They are t represent children and laborers since they can breed.

My eras are based on the Empire Earth Eras and may be tweaked as I go on. They are ...

0. Australopithecus
1. Homo Habilis
2. Homo Erectus
3. Homo Sapiens / Prehistoric
4. Stone Age
5. Copper Age
6. Bronze Age
7. Iron Age
8. Dark Age
9. Middle Age
10. Renaissance
11. Imperial
12. Industrial
13. WWI
14. WWII
15. Modern
16. Digital
17. Genetic
18. Cyber
19. Nano
20. Interstellar
21 Intergalactic

To advance you need to have survived disasters. Specifically these ...

6. Infestation
5. Alien Ship
4. Toxic Fallout / Volcanic Winter
3. Space / Modern Raid
2. Medieval  Raid
1. Tribal Raid
1/2. Manhunter

As you can see they are each worth points from 1/2 to 6. The number above on the eras are worth that many points. You start at Australopithecus which is 0. If you had a Tribal Raid and survived then you could advanced to Homo Habilis (1). But if say you were attacked by a Space Raid (3) then you could skip all the way to Homo Erectus (2) since Homo Habilis cost 1 point and Homo Erectus cost 2 points.

I am currently only at Homo Erectus in my test game but here are the rules so far ...

Australopithecus
- Can Harvest Wild Plants (not trees)
- Can Make Stockpiles
- Can Make Sleeping Spots (pet ones too for my Neanderthals)
- Can Haul
- Can Train Neanderthals (special case)

Homo Habilis
- Can Hunt
- Can Eat Meat
- Can Make Butchering Table
- Can Make Crafting Spot
- Can Make Club and Shiv
- Can Chop Trees

Homo Erectus
- Can Make Fire Pits and Torches (Only after having put out a fire)
- Can Cook Food (Only Grilled Items such as Kebabs or Grilled Vegetables)
- Can Make Tribal Wear and Tribal Boots
- Can Make Spears (tweaked it so it can be made the the Crafting Spot)
- Can Make Stone Hand Axe and Stone Hammer (need to make)
- Can Build Log Walls (From the mod)
- Can Build Log Floors (From Tribal Floors mod)
- Can Make Simple Doors

Homo Sapiens / Prehistoric
- Can Make Wood Walls and Wood Plank Floors
- Can Make Normal Wooden Doors
- Can Make Graves
- Can Make Bonfire
- Can Burn Corpses and Items in Bonfire
- Can Trade (Can sell off higher tech items but cannot buy higher tech items)
- Can Make Animal Hood (from the Animal Hoods Mod)
- Can Make Figurines and Sculpture Crafting Table
- Can Make Pilas
- Can Mine

Stone Age
- Can Tame Wolves
- When a baby wolf is born you can trade it out with a husky of the same gender (use debug mode).
- Can build stuff from the RIMkea mod - Rustika line.
- Can sue other floors from the Tribal Floors Mod
- Can make Pottery (from Pottery Mod)
- Can make Baskets (if a mod is made)
- Can Make Fishing Dock and Harpoon (From fishing Mod)
- Can Make Tents (if a mod is made)
- Can use Quern
- Can Make Pemmican and Smoke Meat
- Can Make Short Bows

Copper Age
- Can Make Research Table
- Can Grow Crops (only crops you have found on the map or have traded for)
- Can Research Neolthic Farming techs
- Can Make Milling Stone
- Can Make Oven
- Can Make Simple Crafting Bench
- Cane Make Dwarven Crafting Bench
- Can Make Mud Brick Walls
- Can Make Furnace
- Can Make Copper Items
- Can Domesticate Aurochs into Cows
- Can Domesticate Boar into Pigs
- Can Domesticate Ibex
- Can Domesticate Muffalo (Since this made up I had to guess when)
- Should be leaving the cave and building Hut and other small Buildings.
- Can Make Irrigation an Rain Barrels
- Can Make Basic City Walls
- Can Research Bridges
- More to Come ...

Bronze Age
- Can Make Bronze Items
- Can Domesticate Alpacas
- Can Domesticate Junglefowl into Chickens
- Can Domesticate Turkeys
- Can Domesticate Horses
- Can Domesticate Reindeer
- Can Domesticate Silkworms
- Can Domesticate Rabbits
- Can Make Wine
- Can Make Mummies (Sarcophagus)
- Can Make Monuments (ex. Pyramids)
- Can Make Large Sculptures
- Can Make Large City Walls
- Can Make Deadfall Traps
- More to Come ...

Iron Age
- Can Make Iron Items
- Can Make Compost
- More to Comes ...

Basically you cannot do anything not stated in the lists. I do allow for things like cleaning and healing. But I am not sure if I should. In my game I found a natural canyon and built a roof over the top to say its a cave. I think that kind of non-digging is ok for the early eras.

Also the issue of items not from your era that you obtain though raids or drops or just NPCs dying on your land. And my stance now about it is that you just cannot use it until your reach the appropriate era. So you find a gun or armor or just a cowboy hat. Sorry you can store it but you cannot use it yet.

Research is limited to  doing neolithic techs first. And some techs will not be able to be research until the appropriate era. If you want to try this yourself please give feedback. Likewise if you have some ideas let me know. I will be posting more eras later as I progress through them.
#486
Unfinished / Re: [A15 WIP] Napoleonic Age
November 18, 2016, 07:48:01 AM
I have run into an issue where I cannot X out uniforms and shakos on the floor so pawns cannot use them. Any idea how to fix it?
#487
Will you be added Chainmail to the mod? I noticed that the outdated Stone to Steel mod had chainmail.  wondered if you were going to use it or even make your own.

Likewise what about the Rugged medieval assets. Do you plan to add those to the mod as well?
#488
Quote from: MasterDihtung on October 25, 2016, 08:04:44 AM
Quote from: Hydromancerx on October 25, 2016, 07:23:18 AM
This is a great small mod! Can you make one like this but for Baskets? Thanks in advance!

I was planning on updating this later today. I got some more pottery to add. After that, yeah, baskets could be next on to-do list! I'll just combine it into a big crappy tribal arts and crafts mod.

You still going to make baskets?
#489
Could a new standalone Neolthic Weapons mod be made from this? Such as the ...

- Neolithic Hammer
- Neolithic Axe
- Tomahawk
- Sling

Also the Bone Armor is cool looking.
#490
Mods / Re: mod idea cloning
November 16, 2016, 02:26:23 AM
The Stargate mod deletes and remakes pawns. Perhaps if it was made so the original Pawn was not deleted then the output could just make more pawns.
#491
Unfinished / Re: [A15] [WIP] Mine Shafts
November 15, 2016, 08:30:07 PM
I get a console error when I load up the game with this mod activated. Any idea why?
#492
Releases / Re: [A15] Rikiki's Miscellaneous (05-09-2016)
November 15, 2016, 08:03:23 PM
Quote from: Rikiki on November 14, 2016, 03:51:39 PM
Very interresting ideas! :) However, I am considering to simplify the Fish Industry mod (remove the fisher job, the need of wearing a fishing tool, ...) so adding backstory is not really in my scope. Maybe later... ::)

What would it fall under instead? Hunting?
#493
Mods / Re: [Request] Diagonal walls tool (and plan)
November 15, 2016, 08:01:38 PM
Planning diagonals is a pain in the butt. Yes please make at least plans be diagonal. Then it will be super easy to find the center of the map.
#494
Mods / Re: mod idea cloning
November 15, 2016, 07:31:07 PM
Clones are a cool idea! Yes someone please make a clone mod!
#495
Mods / [Mod Request] Neanderthals
November 15, 2016, 05:49:35 PM
I know there is a mod that has Neanderthals, but they are just like a dog. I wondered if someone could make Neanderthals that could do more like how the Robot mods can do things. Such as ...

- Fight (Already Can Do)
- Rescue (Already Can Do)
- Haul (Already Can Do)
- Mine*
- Cut Plants*
- Clean*
- Flick*
- Firefight*

* Can Only Do When Fully Trained

This would make them more useful than animals but not as skilled as humans. Also would not be a specific as the robots. So if you wanted to be specific on what task to do a robot would always be better and faster. But a Neanderthal is more generalized and can of course breed like any other pet animal.