[1.0] [PROJECT] Hardcore SK project v7: Sunrise

Started by skyarkhangel, May 10, 2015, 11:40:32 PM

Previous topic - Next topic

How you relate for the full removing automatic turrets?

Positive. It's realistic. Fight with killboxes continues.
Negative. Make a button to kill all enemies in one click.

Parole

Quote from: Petitpain on November 06, 2016, 09:41:37 AM
With furnace and iron ore?
Components+Steel alloy=Grill

There is no structures which use ore to be built. They usually require components and alloys or planks and sometimes mechanisms.
So if u don't have alloy go and deconstract some shipwrecks or metalic walls/floors. Or built furnace and smelt some.

malgrumm

Quote from: Zakhad on November 05, 2016, 02:33:28 PM
Quote from: sidfu on November 05, 2016, 10:19:07 AM
Quote from: kasper747 on November 05, 2016, 05:10:06 AM
Quote from: malgrumm on November 05, 2016, 03:51:11 AM

Quote from: malgrumm on November 04, 2016, 01:39:54 PM
question, what mod adds that darkness event? the one that has the "creatures" that give frostbite effect it is i think? just asking because it kinda stuffed me over in two ways, the first being some of my colonists dropped dead even though they WERE in a lit room and second i had a trade caravan drop dead because of it and subsequently got blamed for the deaths :-\

you need to have lit room. its defend you from darkness.

you seemed to have misunderstood my question, i asked what mod adds it and further more my colonists WERE, i say again WERE in a brightly lit room with four ground lamps with several batteries feeding them and yet some of them still dropped dead from frostbite damage. i can figure out why i took the relations hit, the caravan died in my area so i got blamed but that still doesn't answer why some of my colonists died from frostbite damage from the darkspawn when there were NONE in the lit room!

Hej, you need to have a bit bigger room. This thing can still go a bit into the light. So you need to have a bigger room, so that they can not reach to your colonists. Or put them in the corner far from doors. Works for me ;) An annoying event, but now you have a reason to light up the area. Also you can kill this dark things and eat :D

Idd you need to be in light for a few seconds before they "die" I usually give like 5-7 tiles before they're able to reach my colonists

the room in question is 11 tiles wide and 12 tiles in the up/down way and only has one entrance and i had my colonists at the far end of the room right next to the lamps with the two that were near the entrance acting as a buffer, and every spot in that room was lit to 60%....the darkspawn can't attack though walls can they?

Kato_Terrance

Is there anyway I can enable something so I know how much I need to make something? For example what mats I need for a furnace for example.

HurricaneHandy

Quote from: malgrumm on November 06, 2016, 10:30:55 AM
Quote from: Zakhad on November 05, 2016, 02:33:28 PM
Quote from: sidfu on November 05, 2016, 10:19:07 AM
Quote from: kasper747 on November 05, 2016, 05:10:06 AM
Quote from: malgrumm on November 05, 2016, 03:51:11 AM

Quote from: malgrumm on November 04, 2016, 01:39:54 PM
question, what mod adds that darkness event? the one that has the "creatures" that give frostbite effect it is i think? just asking because it kinda stuffed me over in two ways, the first being some of my colonists dropped dead even though they WERE in a lit room and second i had a trade caravan drop dead because of it and subsequently got blamed for the deaths :-\

you need to have lit room. its defend you from darkness.

you seemed to have misunderstood my question, i asked what mod adds it and further more my colonists WERE, i say again WERE in a brightly lit room with four ground lamps with several batteries feeding them and yet some of them still dropped dead from frostbite damage. i can figure out why i took the relations hit, the caravan died in my area so i got blamed but that still doesn't answer why some of my colonists died from frostbite damage from the darkspawn when there were NONE in the lit room!

Hej, you need to have a bit bigger room. This thing can still go a bit into the light. So you need to have a bigger room, so that they can not reach to your colonists. Or put them in the corner far from doors. Works for me ;) An annoying event, but now you have a reason to light up the area. Also you can kill this dark things and eat :D

Idd you need to be in light for a few seconds before they "die" I usually give like 5-7 tiles before they're able to reach my colonists

the room in question is 11 tiles wide and 12 tiles in the up/down way and only has one entrance and i had my colonists at the far end of the room right next to the lamps with the two that were near the entrance acting as a buffer, and every spot in that room was lit to 60%....the darkspawn can't attack though walls can they?

60% Lit seems a little low.  I usually put 4 or 5 torches right next to the door and one outside.  I've found that even if you get close to 100 percent lit, every 20 or 30 of the little ghosties running into the light, you get one that's a little stronger and he makes it a couple steps further into the room.  Just keep a stack of kindling handy and put down torches like crazy when the event starts.  The event also drops the outside temperature quite a bit.  If you are playing on bio dome with extreme cold, you have to light up outside the door or the ghosties will break it down and you'll freeze.  I'm not sure of any bugs, so this is only related to game play issues of course.

ScottS9999

Playing Randy extreme, and I've lost two forts now to the Skynet event.  Does anyone have a good way to survive this thing?

Zakhad

Quote from: ScottS9999 on November 06, 2016, 03:42:04 PM
Playing Randy extreme, and I've lost two forts now to the Skynet event.  Does anyone have a good way to survive this thing?

Whether you succeed or fail depends how many you get, and because it's random between 2-4 most likely (Due to wealth etc) if you happen to only get 2 you'll more than survive. It's all about positioning the terminator you get, position him so he'll tank one in melee, preferably 2, ideally shooting through his own ally to attack your terminator, while that's happening get everyone else to get as close as possible and prepare to unleash 9mm .20 hell (I assume you won't have better or at least a lot of ammo for better) and they'll go down easily enough. The whole event is just a massive ammo dump, I've done it with metallic arrows from Scythian/Recurve bows but that's like 500+ arrows per single terminator.

Generally speaking just use your terminator as a tank. Try not to let him take close range gun fire though, 10+ tiles behind cover gunfire tanking is fine or make them shoot through their ally to get to your terminator. (They shoot whoever is closest to use that to your advantage)

You should most definitely not be fighting them like you would usually fight raiders e.g. behind cover spreading damage out, your not going to win that one, they have better aim, armour, weapons and health.

Nor should you try to melee them with your colonists, as they will change target and your colonists will start losing limbs.

I've already mentioned like a couple of weeks back how they need a custom trigger not to be calculated with colony wealth; they simply don't scale well it's unbalanced. It's not impossible, but you will most likely reload the game 3-6 times and by that point you start losing immersion/interest.

ScottS9999

This was three terminators, my terminator starting out of place, and following closely on the heels of another raid so one of my three shooters was already injured.  Previous raid dropped a grenade launcher (yay!), so I used that to nail one of the terminators (yay!), then one of his buddies KOed my shooter and took the launcher (boo hiss!).  I didn't lose anyone to it, but that pinned everyone down and made it so I couldn't engage like I wanted to.

Bad luck all around, I guess.

I forgot to mention that I play permadeath.  Maybe I shouldn't do that on beta releases.  :)


HurricaneHandy

I'm playing the stable version which I downloaded on 11/4/2016 right after Skyarchangel posted that he updated it and I'm having new issues with the refueling system.  I'm glad to see the return of manual refueling, however, the 'refuel at' isn't working properly.  Lets say I am using a Steel Steam Generator which is set 'refuel at 100%. One of my haulers will put 40 logs into the gen, which fillis it up all the way, then right after the first log burns and the gen drops down to 39/40 the gen is qued to be refueled again (ether the same hauler or a different one will que to refuel the gen).  Now if I keep the 'refuel at' under 100%, lets say 10%, the hauler will only load up to 10% into the gen (so 4 logs) and as soon as that first log burns and the 'burning process' reads 3/40 the gen will que to be refueled again.  The problem is the generators 'Refuel At x%' isn't working properly.  When 'Refuel At' is set to x the 'Fuel Amount' will not exceed the value of x.  I hope I'm being clear.  What I am having to do is set the 'Refuel At' to 100%, then manually refuel the gen, then lower the 'Refuel At' back down to 10% each and every time the gen runs low on fuel (I usually use between 8 to 12 generators).   This is a pain in the butt.  Are other player experiencing this?

My second issue I found is with the Coal Powerplant and it is only a small oversight.  Coal Power Plants will not burn charcoal as fuel; they will only burn Coal Ore.  Under the 'Fuel Filter' only Coal>Coal Ore is listed.

Big thanks to whoever updated the fuel system so we can manually refuel-- it's working great.  I hate posting because I doubt my ability to describe well enough what is going on-- I hope I did a well enough job.  Thanks Skyarchangel, Fluffy, Mr. Ones and Zeros and everyone else working on this project.  This is my favorite Modpack.

The13thRonin

#3834
Anyone know what extra mods are compatible with this modpack?

I'd like to add some mods in, especially ones with new metal alloys and building materials but I'm not sure what will break compatibility.

sidfu

Quote from: HurricaneHandy on November 07, 2016, 03:45:21 AM
I'm playing the stable version which I downloaded on 11/4/2016 right after Skyarchangel posted that he updated it and I'm having new issues with the refueling system.  I'm glad to see the return of manual refueling, however, the 'refuel at' isn't working properly.  Lets say I am using a Steel Steam Generator which is set 'refuel at 100%. One of my haulers will put 40 logs into the gen, which fillis it up all the way, then right after the first log burns and the gen drops down to 39/40 the gen is qued to be refueled again (ether the same hauler or a different one will que to refuel the gen).  Now if I keep the 'refuel at' under 100%, lets say 10%, the hauler will only load up to 10% into the gen (so 4 logs) and as soon as that first log burns and the 'burning process' reads 3/40 the gen will que to be refueled again.  The problem is the generators 'Refuel At x%' isn't working properly.  When 'Refuel At' is set to x the 'Fuel Amount' will not exceed the value of x.  I hope I'm being clear.  What I am having to do is set the 'Refuel At' to 100%, then manually refuel the gen, then lower the 'Refuel At' back down to 10% each and every time the gen runs low on fuel (I usually use between 8 to 12 generators).   This is a pain in the butt.  Are other player experiencing this?

My second issue I found is with the Coal Powerplant and it is only a small oversight.  Coal Power Plants will not burn charcoal as fuel; they will only burn Coal Ore.  Under the 'Fuel Filter' only Coal>Coal Ore is listed.

Big thanks to whoever updated the fuel system so we can manually refuel-- it's working great.  I hate posting because I doubt my ability to describe well enough what is going on-- I hope I did a well enough job.  Thanks Skyarchangel, Fluffy, Mr. Ones and Zeros and everyone else working on this project.  This is my favorite Modpack.

if u woould have keep up readying the thread u would learn he fixed that bug 3 days ago. fyi there is actualy no stable and such build there is the last major updated version and the most recent git.

released= version to use if u dont want to take the chance that update kill your save
github= most updated version with new features and bugfixes but has risk update can break your save between updates.

use the one on git hub as he fixed the issue now if u set refuel to 50% they will fill it back to 100% only when fuel is 50%.



skyarkhangel

#3836
I suppose, made additional release, when start update to a15. For now, i'am with Killface works on Combat Realism for A15 which already works in test, moreover fixed some bugs in a14 and supplemented by new features. Combat Realism really transforms into important, useful core-based mod like CCL.

CreepyD

I see the Skynet event mentioned and I've had good experience on it so far..

So the T-800 arrived and wanted to join my colony, I said no hoping that would be the end of it.. No it wasn't..

Later on I had a guy roaming my base, he died suddenly, beaten to death apparently and an alarm went off, but there was no alarm text on the right - this is what to look for.

You can see that guy will turn into a terminator from looking at the pawn's face (it wont say so in their description yet).
At the point they go down, you have limited time where you can draft someone and disable them permanently before they even get up.
Or.. You can simply bury them at this point.

Later on a guy (of 2 visiting) dropped dead the same way near the edge of the map - no time to get over to him before he healed.
He starting attacking the second 'normal' guy who also turned out to be a terminator!
So I went in guns blazing while that guy tanked him and took him out.
After a short while the 2nd guy went down the same way.. I disabled him before he did anything - both went in my corpse power station :)

So this event isn't too bad, you just have to be aware and not allow them to 'get up'.

The13thRonin

#3838
Is it recommended to start as primitives or colonists in this modpack?

What's the recommended starting scenario?

PS - Can the tribal start still reach the full tech-tree?

caesius

plz sky. would you fix the plasma reactor problem first?...