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Messages - PhenotypeX

#16
Quote from: Canute on August 10, 2017, 08:34:20 AM
QuoteAfter playing 4 games myself with a Tribal start I would agree with all of this. I have disabled all of the events described because they are not balanced for Tribal and don't seem to scale with difficulty setting either.

Sorry, but i need to say you shouldn't play this modpack them. Most of the modpack are designed to made it difficult, but they give you the tools to solve the problems too.
Not to speak serveral gamemechanics are a bit different from regular gameplay.

-Disease at example, did you notice different material give different immunity gain speed ? When you people are dying, then your beds arn't good for them. Even tribals can made beds with immunity gain speed of 120%.

- Sure Darkness can be deadly for your pawns outside, but inside your base your should be safe if you have lights, and when you don't have enough lights/lamps, just restrict your pawns at these room for a few ingame hours until the darkness is gone.


Just play a regular modded game, i think you will enjoy it more.

Nah, i'm enjoying it fine, thanks for your concern.  Many of the extra events aren't balanced for Tribal and don't scale properly with difficulty level though.
#17
Quote from: ignazflam on August 03, 2017, 03:59:05 PM
Hello

after 4 games with this mod I would like to share impressions. I like the mod and I am going to use it a few issues I encountered from the perspective of tribal start:

- I think diseases should be more forgiving for tribal starts. Right now every disease means death for the pawn. Probably some low tech level utilities or drugs could help here.
- The terminator event. I was forced to disable this mod. The fact that OP pawn will join my tribe and help to kill other op pawns is blowing my mind and it is something that cannot happen in procedural generated content game.
- Events are too random and sometimes too hard at the beginning. I mean abomination, artifact or darkness can wipe your early tribe instantly.
- The predators, the number should be reduced. For example in my last game 12 landslides , sabrecat and wywern
- I think number of buildings does not necessary has to be that big. How many ovens you need. Right now you got one for bricks, one for metal, one to create metal weapons, 2 for heating etc. Additionally I would like to have some items moved like salt meat from butcher table to cooking table. The reason for that butcher table has higher priority and it is hard to manage these things

This is really good mod pack, keep your good work.

After playing 4 games myself with a Tribal start I would agree with all of this. I have disabled all of the events described because they are not balanced for Tribal and don't seem to scale with difficulty setting either.
#18
I'm playing a tribal "lost cannibals" start and my visiting guests won't eat food or sleep in my (guest allocated) beds. Anyone else having this issue?
#19
On a separate note: does anyone else think abominations seem completely unbalanced in the early game?
#20
Quote from: Slipshodian on July 15, 2017, 03:10:06 PM
Quote from: BlackSmokeDMax on July 15, 2017, 01:55:48 PM
Quote from: PhenotypeX on July 15, 2017, 11:41:36 AM
Can anyone explain why my pawns won't cook roasted meat in this screenshot? https://imgur.com/a/zuv8M

I select someone with cooking work enabled, right click on the grill and it says "need materials", but the meat is right next to the grill.

Did you make sure that meat isn't "insect meat"? I see that is not allowed in the bill.

Other than that, any chance you have that pawn restricted to a zone that does not contain the meat? (it is really close, but I know I have forgotten to expand zones in the past)

to add to this, make sure the meat isn't being used (i.e. someone/animal is trying to eat it, use it, or move it), since it won't count towards being available during that time. I get that all the time if i have scarce food supplies, but things are being moved about, especially when someone moves the only stack of meals but someone wants to eat at the same time (this is the same for meat if someone across the map wants to haul it, the chefs can't use it until it's been moved).

It's definitely prime meat. I let a full day go past and nobody came to pick up the meat, so I don't think it was being reserved.

I have a fireplace as well as a grill, and I wonder if it is a bug related to refueling the fireplace. I've noticed that pawns who refuel the fireplaces sometimes start cooking there, even when they aren't assigned to cooking.  I disabled all cooking tasks on the fireplace, and since then I've not had any problems with the grill.
#21
Can anyone explain why my pawns won't cook roasted meat in this screenshot? https://imgur.com/a/zuv8M

I select someone with cooking work enabled, right click on the grill and it says "need materials", but the meat is right next to the grill.