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  • August 15, 2018, 04:25:11 PM
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 1 
 on: Today at 04:06:52 PM 
Started by Kiame - Last post by rawrfisher
Did you choose not to let the infinite storage hold minified objects?


 2 
 on: Today at 03:37:21 PM 
Started by SargBjornson - Last post by Canute
No, that's on purpose! I won't do mod compatibility till release

So, basically, you're abandoning it for half a year ? Why ?
So, basically you have never develop an own mod ? Why ? :-)

 3 
 on: Today at 03:34:19 PM 
Started by mooklepticon - Last post by Canute
Hi
could you read the sticky "how to report a bug" and be sure it is a vanila bug and not maybe report it into Mod bugs ?
But if you don't use mod, more info's would be nice like at the sticky are written.

 4 
 on: Today at 03:15:35 PM 
Started by Tynan - Last post by alxddd
I too had this happen and could not believe that my downed colonists were lost forever. This has to be something that is planned to be changed I imagine.

I've done at least 4 of them by now with no issue, 5th one has a manhunter ambush with 12+ foxes vs 2 people. I'm thinking "fuck, they're probably gonna get downed." I start getting extra pods built to send in reinforcements with my melee dudes to rescue these two.

The caravan people go down, the scenario map is force-closed and I'm told that the caravan was lost.

This actually kinda pissed me off, because I just lost both my best builder and miner to something that could of been salvageable, but the game decided that scenario was done and therefore they're lost forever. It's not like they died from a mid-caravan ambush, they were downed in a static spot where I could of easily sent in reinforcements if it wasn't for the fact the game auto-closed it.

These scenario maps should not auto-close at all unless all colony pawns are dead or taken off-map. If I wasn't running commitment mode for this, I probably would of reverted to a previous save. If you want to push for commitment mode as the 'default' mode, these kinds of situations need looked at so the player doesn't feel like they were just cheated out of an interesting situation.

 5 
 on: Today at 03:14:32 PM 
Started by kidney killer - Last post by orty
In the development build, resource scanning is much less passive.  It's now a worked building like a research bench.  I haven't seen this recorded anywhere (haven't really looked much), but it seems like the frequency of resource finds is tied to the intellectual skill of the pawn using it.  I have a level-18 intellectual researcher who's found three sites in about 20 game days.

 6 
 on: Today at 02:30:11 PM 
Started by seerdecker - Last post by JimmyAgnt007
Its not punishment for proper defenses, its scaling with your ability to repel attacks.  The more capable you are, the harder the game tries to hit you.  If you are badly wounded, then it eases off. 

 7 
 on: Today at 02:24:18 PM 
Started by lperkins2 - Last post by lperkins2
Hm, I thought I'd fixed that... I'll see if I can squeeze some time out to figure out what's causing it.

 8 
 on: Today at 02:13:19 PM 
Started by SargBjornson - Last post by MegaDeth
No, that's on purpose! I won't do mod compatibility till release

So, basically, you're abandoning it for half a year ? Why ?

 9 
 on: Today at 02:04:08 PM 
Started by Tynan - Last post by Lancefighter
How do you setup those IED roof traps? With regular roofs? Didnt know that worked...
if you look on the left of the image he linked, youll see a number of wooden walls with roofs attached, with ieds next to them. Nothing particularly special, just a wood pillar and a roof zone.

basically, bait enemies under roofs by providing 'cover', and line the cover with enough ieds to explode the cover. Once the single wood pillar explodes (as wood tends to do next to ieds..) the entire roof falls on anyone nearby.

 10 
 on: Today at 01:57:06 PM 
Started by lperkins2 - Last post by Makani
Bug report:

This mod caused some of my rooms to reach over 1000F, and others to plummet to -400F. Only this mod was added when the problem started, though notable, I am using the centralized climate control mod too.

Here's a screenshot of the rooms:

Top right room is -450F at the time of screenshot. Top middle -300F (but the fire suggests a very rapid temperature swing). Top left 670F. Outdoors -19F.

Climate units set for 78F.

Temperature across the whole base is out of expected ranges, but these were the most extreme examples.

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