You might try firing mortar shells at them till they flee.
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#1
General Discussion / Re: what do i do if i know someone who pireted the game
October 19, 2017, 03:20:01 PM #2
General Discussion / Re: I will buy this game when the Alpha18 relased :D
October 17, 2017, 04:47:42 PM
I bought shortly before A17 was released and having played both A16 and A17 I enjoyed playing late release A16 more than early release A17 because there were more mods and bug fixes available. I found myself just waiting for the community to catch up with A17. So buy now, this is when things are great, when A18 hits there will be a few weeks where things are just getting fixed.
#3
Outdated / Re: [A16] Rainbeau's Fertile Fields
May 29, 2017, 12:07:10 PMQuote from: dburgdorf on April 26, 2017, 02:32:48 PM
So.... Thoughts? Is it an idea worth pursuing, or would it be an unwelcome change that I'd be better off forgetting about?
I think thats a great idea!
I actually came here to post that I'm wondering if there's a way to stop caravans from carrying crushed rocks and dirt. Its not a gameplay issue its just a little immersion breaking.
#4
Releases / Re: [A16] Map Reroll (1.5.3) The perfect spawn awaits!
May 18, 2017, 05:43:28 PM
I've got a number of mods running but I think you'll be able to find the spot with the seed "orange", 50% map coverage 1 step towards rain, 1 step towards cold, at 38.70, 47.23 A16
#5
Releases / Re: [A16] Map Reroll (1.5.3) The perfect spawn awaits!
May 18, 2017, 04:51:01 PM
I found a mountain map with two complete rock edges, but when I reroll it with your mod all the results have only one or zero rock edges (~30 rerolls). I was curious why this happened so I started looking through your code and discovered this section:
I suspect what's happened is that the other generators do less standard things and by only using the most likely one you've removed the possibility of reroll creating some interesting maps. I was wondering if you'd be willing to consider an alternative implementation like stepping through the different generators with each reroll?
Code Select
private MapGeneratorDef TryGetMostLikelyMapGenerator() {
var allDefs = DefDatabase<MapGeneratorDef>.AllDefsListForReading;
var highestSelectionWeight = -1f;
MapGeneratorDef highestWeightDef = null;
for (int i = 0; i < allDefs.Count; i++) {
var def = allDefs[i];
if (def.selectionWeight > highestSelectionWeight) {
highestSelectionWeight = def.selectionWeight;
highestWeightDef = def;
}
}
return highestWeightDef;
}I suspect what's happened is that the other generators do less standard things and by only using the most likely one you've removed the possibility of reroll creating some interesting maps. I was wondering if you'd be willing to consider an alternative implementation like stepping through the different generators with each reroll?
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