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Messages - kcirdor

#46
Quote from: kaptain_kavern on September 27, 2016, 05:37:38 PM
There will be more different predators :p
Komodo dragons, Python and Ocelot namely

For the elephant that is what I was fearing when I suggest to maybe make them able to eat trees. What I suspect is herd that big will eat all plants available too quickly.
The "move in unison" behaviour you described was most certainly caused by that : they must have eat all plants around and as a soon as something grew the all rush toward it like one.

On that particular play through was the one where I first commented on being the One Armed Bandits.  All the prey had died, and I had a bunch of Big cats, then a psychic ship landed and made all the big cats go bonkers. The cats all started trying to get in my base and I killed one and then they all went super mad and lined up in my kill box to be slaughtered.  Then for a short period of time all I had was like 30 elephants and very few of anything else, the cats slowly started appearing again, but the Elephants were all in tracer mode by this point.

My last game, I had one herd of about 6 Elephants all going about their business.
#47
Quote from: Coercion on September 27, 2016, 03:27:39 PM
The chance of disease in the biome:

http://rimworldwiki.com/wiki/Events

This mod does not change any vanilla values for diseases.

Thanks, that is exactly what I was looking for.  Now, I know I need to focus on getting Hospital Beds and Vitals for the Jungle as soon as possible.  Meaning no more tribal starts.

I must say since the change in the spawn rates to prey, the Big Cats now just feel like window dressing to the Jungle.   But the re-balancing did resolve an issue with Over population of Elephants. I had an issue prior to 1.2 where I would have 10 t0 20 Elephants all stuck on the exact same point and they all moved in unison, as if it were a tracer effect.  I've played several groups on this mod, I still love it.  It is way less dangerous.  I don't know how you can balance that out without having the Kitties kill everything on the map, thus start murdering all your visitors.
#48
This isn't feed back as it is more curiosity about the meaning of one of the terms in the xml code.  What does DiseaseCommonality mean?  Like Malaria is set to 160.
#49
Follow up on the Alpha Beaver Event.  Honestly, the Beavers just serve as food for the kitties.  They came on the other side of the map, ate out a little corner and then they were all gone.  That corner regrew the next year. Here is my map, it is defogged.  So they are fine, if they do show up they just get hunted down over the course of a season or two.

http://imgur.com/a/D1tSu
#50
The wild life is dangerous. Most of the visiting factions lose one or two of their members on the way to your base. If you can please turn up the spawn rate of prey. Early you can hunt, but once the big cats take over the wild people visitors die cause there are cats everywhere. Those cats are hungry.  I've got it down to send out my pawns at night in order to collect things on the map because other wise you will likely get attacked.  So far more than half of my pawns have lost limbs.  We are the one armed bandits.
#51
Quote from: Coercion on September 23, 2016, 08:02:03 PM

I am glad that you are enjoying it :)

We have been considering removing the alpha beaver incident, because alpha beavers do not fit in the biome. Let me know if you think that the alpha beaver incident adds something to your playthrough though, so we can take that into consideration.

I don't think they belong. If they are taking down the trees, than to me they are going against what this mod is trying to accomplish.  Maybe replace them with a smaller iguana incident. 

I am playing on a coastal mountain map. It took a while to find a tropical coastal mountain with the random generator. I accidentally loaded the medieval mod too.  It was late and I was going mod happy. I haven't used that one yet, so I don't know what to expect or know how these mods will work together.  I was planning on using it on an Ice map, but I'll give it a go and see how it shakes out.  I did Classic last time, this time Chilax so I can get established a little.
#52
I love this mod.  You have to focus on foraging and hunting in the beginning because it takes so long to clear.  I failed miserably on my first permadeath attempt just because I wasn't prepared for the sheer difficulty of clearing the land.  I think the Alpha Beaver event may be a good thing on this map. I got them and said I'll let them be for a few days.   I thought they weren't eating the trees, but it could just be because it takes so long for the trees to come down.  I'll keep an eye on them on my next attempt at this mod just to make sure those guys are helping knock down a few trees.