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Messages - kcirdor

#16
Quote from: fall on January 05, 2017, 07:44:14 AM
vegetation respawns in seconds in the jungle it makes it impossible to do farming, is this how its suposed to work ? i mean cmon it should be possible to push back the jungle

Yes, this is how this mod is supposed to work.  Its difficult to settle down unless you are in a mountain area and it is still difficult to settle down.  Farming not so much as you cut down and usually immediately plant, but trying to put down paths is extremely painstaking. 
#17
Oh snap.. I didn't realize someone made an update on this mod.  Thanks!
#18
Quote from: Canute on January 04, 2017, 03:43:56 AM
Yes, please.
I realy hate it when someone joins without asking.
Special i am currently running an Orassan colony and don't want join any human i rescue for kindness.

Yea, I don't like the auto join or the wanderer joins so I disabled the wanderer and I only capture refugees and release them.   The only problem remaining is rescuing an ally faction's pawn, they have a chance to join you automatically instead of just healing up and leaving.
#19
What does this mean? Does this mean that some assets will be missing from the mod's previous version with the update today?  Or you just lost some of the work you put in on your upcoming update?  Sorry for your loss man.
#20
The Super powered Mod Tilled Soil(i edited the fertilization down to slightly better than regular soil though) uses the Floors menu to place Tilled Soil, which allows growth. Not sure if that is similar to what y'all are trying to accomplish but it could give you something to look at in regards to how they accomplished that.
#21
I think it should stay the way it is.
#22
The reseeding is so fast its difficult to put down pathways.
#23
Ha ha, I didn't even realize I was in that photo the first time I looked at it till now, reading your post.   It's an honor to play the shit out of this mod, on the same map at least ten times..  I've moved up to extra large on the size though..
#24
it was existing, but I put it back, I realized a wilder faction was already known.
#25
Quote from: Coercion on October 20, 2016, 09:45:11 AM
Quote from: Draegon on October 16, 2016, 07:15:16 PM
Awesome! Was the caravan bug fixed though?

The factions will be removed in v1.3 which will fix any issues related to factions/caravans.

What would I need to do to do this myself?  I tried removing the faction def folder but the map wouldn't load.
#26
For the elephant event, are they going to spawn in the wild, or only show up in small groups when an "beaver" event occurs?  The quirk about this is, beavers are natural prey for the big cats.  I've played a bit with the medieval times + the medieval edition mods.  The medieval edition mod being placed after this mod, brought the Beaver event back.  I've just allowed the beavers to run free on my extra large map, and while they do clear out a nice sized section of the map, they are eventually killed off by the cats.   As for the elephants, if they come in a huge pack like the beavers they can pretty much dominate the map for the trees as they are much more difficult to take down. The cats don't mess with them. I guess my concern is if they will end up being over powered or not.
#27
I just had some guest dig through the wall of my base to exit instead of going to the door a few feet away. If i didn't notice it I'd have been screwed on the next raid.
#28
I bought some Gorillas off an Exotic merchant, probably early year two.  By the beginning of Year 4 they refused to learn how to Haul. 0 of 8 even though it says 20% chance to learn it. So Gorillas for handicapped.  I finally got tired of wasting time on them and sold them.
#29
Outdated / Re: [A15] Better Pathfinding
October 06, 2016, 03:13:29 PM
Quote from: marvin__ on October 06, 2016, 03:08:25 PM

What mod is that on the colonist bar? The one that shows weapons.

ColonistBar.  Get the latest version on page fifteen, « Reply #219 on: September 22, 2016, 07:22:59 PM »

https://ludeon.com/forums/index.php?topic=20771.0
#30
Outdated / Re: [A15] Better Pathfinding
October 06, 2016, 02:05:06 PM
Quote from: KTVSUN on October 06, 2016, 01:02:57 PM
Great mod, thank you.

I have noted some wierd behaviour sometimes.

Here is an example of a raider deciding to dig through various hills to escape.

https://dl.dropboxusercontent.com/u/10144/wierd%20path.jpg

Note: the first block he digged was a silver block and the raiders had decided to "pick whatever they can and flee". He actually grabbed the silver before fleeing. I dont know if there is a link there.

Cheers

That isn't typical fleeing, that looks like we've run out of time, and we are hungry and tired so lets go home fleeing.  That type of fleeing is bugged. I have had people "start" to flee after running out of time, but they were busy trying to beat down my door and I was sitting there repairing it cause I wasn't ready to take them on. They kept beating the door down for nearly half a day until I finally opened it and started shooting at them.  They then stopped beating the door  because I jarred them from their task they couldn't finish and started taking their sweet sweet time to leave the map. So I killed them with out any resistance.