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Messages - Drglord

#16
Yeah it makes them useless and until the whole caravan thing gets fixed and becomes relevant (also the quests become relevant etc) this is the only way to travel mid to late game.
#17
Releases / Re: [B18] Cassandra Hardcore
February 27, 2018, 09:37:05 AM
Dude well done AGAIN. It seems you squashed all the bugs i think i saw only 1 error message the whole run....
#18
Quote from: Haplo on February 26, 2018, 02:50:31 PM
The prices on robot traders is now like this:
1 to 2 robots are available for an expensive price tag
-2 to 2 robots are available for a normal price tag
-1 to 3 robots are available for an expensive price tag

So, yes, their chance to have expensive robots is now higher than it was previously.
Is that a problem? Should I set the third setting also to normal maybe?


Btw: Update!
Robots is updated to 0.18.11:
New objects in the Robots tab:
- Robots can now be renamed (Only visible if animal names (named only or all) are active)
- There is now a button for Shutdown and for Shutdown All (For a quick shutdown possibility when an attack is running)

Well since they are extremely rare... like you get 1 every 3 years i would say yeah but still i have never seen a robot trader sell a robot in a normal price...
#19
I understand completely what you are saying and i don't really want to antagonize you in any way since this is an amazing mod and you seem to have put big amounts of time into it. I am just saying that no one will even notice the "error" since it is a white message now ticking all the time unless he opens himself the admin console...
Again good work i am in no way expert in modding i am just saying i found it weird. Did you stopped ships from crashing? Cause as i understand that was the problem?
#20
I am just using the misc robots one but it seems on the latest patch that all robot traders have the price for bots at x2? for some reason and i end up buying them from exotic traders or cities at normal price... Was that intended?
#21
best are ever cool concept but i give up really... This with hardcore cassandra has me in tears no contigency plan can deal with 3 - 4 chimeras and 4 hounds that demolish your troops with nades.... i just give up.
#22
Sad to say but the "fix" is just removing the red alert message since there still is a message generated every second or so

MiningCo. Spaceship: no pawn in lord.
Verse.Log:Message(String)
Spaceship.Trigger_ReachableDownedPawn:ActivateOn(Lord, TriggerSignal)
Verse.AI.Group.Transition:CheckSignal(Lord, TriggerSignal)
Verse.AI.Group.Lord:CheckTransitionOnSignal(TriggerSignal)
Verse.AI.Group.Lord:LordTick()
Verse.AI.Group.LordManager:LordManagerTick()
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

So in simple terms you just hide the problem under the rug where no one can see it as red errors are not generated but CPU is still drained...
Hope you can figure out how to fix the falling through the earth ships that cause this. It's a cool mod after all...
#23
Releases / Re: [A18] SimpleSidearms (1.2.4)
February 23, 2018, 12:06:02 PM
Even when the option in the mod options is unchecked pawns with no melee weapons still switch to unarmed combat in melee and you can't even force them to shoot... anyone know how to fix that?
#24
Releases / Re: [B18] Cassandra Hardcore
February 22, 2018, 11:12:54 PM
Also not to ruin your day but on a brand new game with hardcore i still get these messages... wonder if i am the only one and it's on my end
#25
Releases / Re: [B18] Cassandra Hardcore
February 22, 2018, 08:54:52 AM
1st you rock... 2nd i know it's knitpicking but the 2nd graph doesnt show days (i am guessing it's the same with the first?) so i can't figure out the difference between hardcore and crazy.
3rd You kinda solved the late game problem. I liked playing long games but after let just say year 2 vanilla raids were just blahhh... Even with mods like dire raids, mechanoid extraordinaire, rimsenal etc. I thought i had the game under wraps until  the 3rd year a dire raid (x2 points once per year attack)
of tribals produced 100 or more tribals and wrecked me i loved it.
#26
Releases / Re: [B18] Cassandra Hardcore
February 22, 2018, 06:23:41 AM
Can we get some non steam links for us weirdos that have non steam versions and haven't (or don't want to get their steam key). Also loved how crazy stuff started getting in 3rd  year abd 500.000 colony :) Love it
#27
Releases / Re: [B18] Cassandra Hardcore
February 21, 2018, 02:16:32 PM
So you left the cassandra hardocore on steam and have on dropbox cassie? Why is that?
#28
Releases / Re: [B18] Cassandra Hardcore
February 20, 2018, 10:57:11 PM
Raid take into account only your wealth as i know. His storyteller was modded to give roughly a guy for each trap and a "centipede" for a turret (as he said) hence making building defenses a double edge sword. I could be wrong though...
#29
Releases / Re: [B18] Cassandra Hardcore
February 20, 2018, 09:44:51 PM
Oh so traps won't be giving points  :-X i really liked that feature cause no other storyteller had that... hope you can get it to work and hoping to see more of your mods thanks.
#30
Okay love the idea but in terms in balance it is way off... I get the whole buy price that is defined by demand hence components cost 100 rightfully (25 market price). but why in gods name you sell things in the exact same price? Was it hard to code the x0.5 for selling and difficulty adjustments i mean selling stuff at these prices is kinda game breaking balance speaking.

P.S. Yes i know someone can opt not to sell anything to keep the balance (use admin console etc) but i was just asking what was the idea behind it.