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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.

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Author Topic: [1.0] [PROJECT] Hardcore SK project v7: Sunrise  (Read 1767482 times)

djjmatexxe

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By the way, is it intended that a Grand Silver Sculpture (excellent) (it costs 26*(20*40)=20800 silver to make) only sells for a mere 1000 silver? Its much more lucrative to use stone blocks for sculptures this way, which is somehow wierd imo.
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skyarkhangel

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Thanks for 1.9a bugreports! Soon fixes...
Lacks of free time.. new girlfriend eats it completely  :-*
Maybe A11 it's the last version for project Hardcore SK.
« Last Edit: July 19, 2015, 03:11:56 PM by skyarkhangel »
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Canute

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Enjoy your new joy ! :-)
And if you don't made it back, you did a great work with the modpack !
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skyarkhangel

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Enjoy your new joy ! :-)
And if you don't made it back, you did a great work with the modpack !

Yes.. i'am shocked by the amazing features in next A12. Really want to play in it and a desire to work with A12 too.
« Last Edit: July 19, 2015, 07:28:07 PM by skyarkhangel »
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Threepounds

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Has anyone else had problems with the Zombie Apocalypse patch? I drop-dropped-overwrote with the Core_SK, EPOE_SK, and Zombie Apocalypse folders, but no matter where I try to put Zombie Apocalypse in the load order after enabling it, I get a lot of cross-reference errors, and I can't create worlds or start new colonies.
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skyarkhangel

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Has anyone else had problems with the Zombie Apocalypse patch? I drop-dropped-overwrote with the Core_SK, EPOE_SK, and Zombie Apocalypse folders, but no matter where I try to put Zombie Apocalypse in the load order after enabling it, I get a lot of cross-reference errors, and I can't create worlds or start new colonies.

This is only patch, which add and changes 5-6 files. Before that, need to install Zombie Apocalypse mod and then install patch.
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Threepounds

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Derp. I was spoiled and being lazy, probably because of the luxury of the modpak. ^_^;

 Thank you very much!
« Last Edit: July 20, 2015, 04:21:03 AM by Threepounds »
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ChiefSlapahoe

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Hey there is a mod that you guys might want to add: Wasteland's mending mod. It adds the 'mending' work type so that you can repair worn out clothing instead of just getting rid of it. It would have to be balanced adding resource costs dependent on type and scale with damage % (ie every 5 percent lower than 100 is another one of the material needed). Don't know how well you could make it work with apparello, just an idea
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Canute

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But these mending is against the Hardcore ! :-)
You are forces to replace your damaged stuff with fresh new crafted ones.

But you can add the mending mod without problem at the end of the modpack.
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skyarkhangel

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Hey there is a mod that you guys might want to add: Wasteland's mending mod. It adds the 'mending' work type so that you can repair worn out clothing instead of just getting rid of it. It would have to be balanced adding resource costs dependent on type and scale with damage % (ie every 5 percent lower than 100 is another one of the material needed). Don't know how well you could make it work with apparello, just an idea

Good idea! Thank you)

But these mending is against the Hardcore ! :-)
You are forces to replace your damaged stuff with fresh new crafted ones.

But you can add the mending mod without problem at the end of the modpack.

No... there are a few ideas.. we can increase х3 or.. more deterioration to all weapions, clothes...  ;)

Conveyor belts are here!

I modified A2B to be compatible with this modpack. To research the A2B techs, first research mining (drilling rig/extractor).

Each segment, loader and unloader costs 2 steel parts, 1 mechanism, and 1 rubber. Splitters and mergers take an additional mechanism. Selectors require an electronic chip and piece of glass. If you're building underground you'll need reinforced concrete. Overall the raw materials cost is about the same as vanilla A2B, but you have to make parts!

To install just copy the mod to your Mods folder and load it after everything else. This is compatible with both 1.8c and 1.9a. It is save game compatible.

Download link (github)

Note: You can place an ore extractor so it drops its goodies onto a loader, but the loader must be built before the extractor.

Big thanks for this work! In next version! ;)


Also, ready in the preliminary stage global rework for all research tree by Yagulya. Now only in Russian language.
« Last Edit: July 21, 2015, 12:11:20 PM by skyarkhangel »
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blinari

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I'll get the A2B selector expansion set up. After playing with just the base pack, I've concluded that more options are a necessity. Not sure about the teleporter for hardcore, but I'll go ahead and do it and make it expensive.

Edit...

Here they are.

Selectors

These cost the same as the selector from the main mod.

Teleporters

Each teleporter or receiver costs two steel parts, two vancidium parts, 4 mechanisms, 2 advanced microchips, and 2 glass.
« Last Edit: July 21, 2015, 06:01:53 AM by blinari »
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Canute

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What about the Mobile sentry base?
When i craft one it get placed next to the table/crafter.
Shouldn't it be a minified version, so you can place it like a telescope/TV somewhere else?
Is the weapon on the weapon base a random one ?

Edit:
Fusebox again.
Ok got another Short circuit,  6 batteries, 4 fusebox. Like i said before i increased the HP of the fusebox from 100 to 500. I got around 3000Wd stored.
2 fuse got destroyed the other 2 remain unharmed.
« Last Edit: July 21, 2015, 06:57:49 AM by Canute »
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Canute

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Quote
Mellee shocker:
These recipe don't work at any kind.
You need 60 steel bar, 35 elec. chips, 5 gold, i got these resources (160 gold) and still got "need material" when i try to force a crafte on the table.
Ohhhkayy, i found out that you don't need 60 steel bar, you need 60 elec chips and 35 steel bar.
Thanks to the recipe maker. But i think this need to switched, 60 chips are far to expensive.
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skyarkhangel

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Quote
Mellee shocker:
These recipe don't work at any kind.
You need 60 steel bar, 35 elec. chips, 5 gold, i got these resources (160 gold) and still got "need material" when i try to force a crafte on the table.
Ohhhkayy, i found out that you don't need 60 steel bar, you need 60 elec chips and 35 steel bar.
Thanks to the recipe maker. But i think this need to switched, 60 chips are far to expensive.

already fixed in next version. Thank you for this!

What about the Mobile sentry base?
When i craft one it get placed next to the table/crafter.
Shouldn't it be a minified version, so you can place it like a telescope/TV somewhere else?
Is the weapon on the weapon base a random one ?

Edit:
Fusebox again.
Ok got another Short circuit,  6 batteries, 4 fusebox. Like i said before i increased the HP of the fusebox from 100 to 500. I got around 3000Wd stored.
2 fuse got destroyed the other 2 remain unharmed.

In next version, i removed damagemultipliers for all fusebox. This should solve the problem?

I'll get the A2B selector expansion set up. After playing with just the base pack, I've concluded that more options are a necessity. Not sure about the teleporter for hardcore, but I'll go ahead and do it and make it expensive.

Edit...

Here they are.

Selectors

These cost the same as the selector from the main mod.

Teleporters

Each teleporter or receiver costs two steel parts, two vancidium parts, 4 mechanisms, 2 advanced microchips, and 2 glass.

I think we take A2b + Selectors without teleporter.
« Last Edit: July 21, 2015, 06:41:17 PM by skyarkhangel »
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ChiefSlapahoe

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Wow great work guys, I hope this sticks around for the final release. It's almost necessary haha.

Ideas: More traits and conditions + psych counseling to help them.

Memory Loss: This could be an incurable sickness from say a hit to the head. Could be a temporary condition, if possible, from drinking/smoking too much weed. Would cause the pawn to refresh/change his job queue, dropping what he was carrying.

OCD: Trait that forces the pawn to have to clean up messes near him, but he does it faster and maybe adds a little beauty if possible to code in.

Narcolepsy: Trait that makes the pawn have a chance to fall asleep randomly, being injured/overheated could increase this chance. Could probably be done easiest through a incurable illness.

Rage: Makes the pawn uncontrollable if in combat (or maybe if injured by someone), focusing only on killing the enemy. Would boost his combat abilities, but would make him more likely to be hurt.

Just think it would be cool to add more traits/conditions that really change how you have to play, rather than just stat bonuses alone. Psych counseling would be a new job that would draw from medicine and social traits. Maybe using a similar system as the operations from doctors to make it easier to code. It could remove or maybe even give traits/conditions if possible at the cost of time. Maybe you would need to buy objects (ie psych books/pills) from traders for use too, like how the doctor needs medicine to do operations.
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