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Poll

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 2333257 times)

Endovior

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #495 on: August 03, 2015, 04:57:06 PM »

I have installed the mod pack but for some reason it wont let me create a new world. Press generate button and it does nothing. Anyone have any ideas?

Did you install the Zombies? I was playing around with this a bit earlier, and got an exception related to Zombies when I started the game, and got the same worldgen behaviour you described. It worked fine after I reinstalled, sans Zombie patch.
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Ember

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #496 on: August 03, 2015, 05:30:20 PM »

talk about unlucky, moving all my colonists in to deal with a siege, and the moment all my colonists decided to bunch up a mortar shell hits the group dead center killing everyone
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The13thRonin

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #497 on: August 03, 2015, 05:36:58 PM »

talk about unlucky, moving all my colonists in to deal with a siege, and the moment all my colonists decided to bunch up a mortar shell hits the group dead center killing everyone

I think you mean lucky. So much free meat!
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Ember

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #498 on: August 03, 2015, 05:50:50 PM »

talk about unlucky, moving all my colonists in to deal with a siege, and the moment all my colonists decided to bunch up a mortar shell hits the group dead center killing everyone

I think you mean lucky. So much free meat!

you misunderstand, all of my colonists are dead, as in game over
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TheGentlmen

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #499 on: August 03, 2015, 05:51:57 PM »

talk about unlucky, moving all my colonists in to deal with a siege, and the moment all my colonists decided to bunch up a mortar shell hits the group dead center killing everyone

I think you mean lucky. So much free meat!

Um... they all died.

talk about unlucky, moving all my colonists in to deal with a siege, and the moment all my colonists decided to bunch up a mortar shell hits the group dead center killing everyone

You have enough food for NaN days.

I think you mean lucky. So much free meat!

you misunderstand, all of my colonists are dead, as in game over

You have enough food for NaN days.

Edit: Put 'You have enough food for NaN days.' in the wrong place  :-[
« Last Edit: August 03, 2015, 08:43:54 PM by TheGentlmen »
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Ember

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #500 on: August 03, 2015, 07:07:27 PM »

im starting to regret playing on a flat map with very little rock to mine, starting to wish the fissure miners also mined up rock chunks
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skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #501 on: August 03, 2015, 08:06:40 PM »

Hi guy's if you think I haven't read topic its wrong... :D
Work is in full swing! I suppose in 1-2 days new version!
« Last Edit: August 03, 2015, 08:09:41 PM by skyarkhangel »
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TheGentlmen

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #502 on: August 03, 2015, 08:47:43 PM »

im starting to regret playing on a flat map with very little rock to mine, starting to wish the fissure miners also mined up rock chunks

Always do mountains... Why you ask? Cuase thiers tons of resources & It's so defenable...

No mortar's may hit... And those pesky sappers get eaten by the zombies before thier anywhere close  8)

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Ember

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #503 on: August 03, 2015, 09:21:24 PM »

i dont have zombies in my game for some reason and im rather happy that i dont

also for some reason when i strip norbals that have shields the personal shields just disappear, is that intended? cause i find thats the best way to get those circuits
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TheGentlmen

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #504 on: August 03, 2015, 10:35:59 PM »

Never noticed that... Can't be bothered to clear 100 or so zombies just for some clothes.
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TheGentlmen

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #505 on: August 03, 2015, 10:45:33 PM »

Speaking of zombies... thier are none in the modpack by deufult. You need to get it from here & drag it into your mods folder then drag the Zombies Patch from this modpack on to it to make them more evil...

Edit: Now despite what you probably think I'm not SUPER lazy... its just that I did a few edits to the core mod... I get 10 events per day instead of 1, good events are 3x as likely, minor bad events are 40x as likely & huge bad are 80x as likely.

It doesn't end their... raids & sieges are 4x as likly & are 32x the size. Yes you heard me right, 32x. Not a walk in the park you see.

The summary is that its impossible to kill the current raid without getting 4 more so I've simply given up.

Thier this big:http://s14.postimg.org/hg1jtecg1/Screenshot_2.png

Edit 2: Crashed... so unstable
« Last Edit: August 04, 2015, 01:24:02 AM by TheGentlmen »
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Ember

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #506 on: August 04, 2015, 12:07:36 AM »

scary

also, the moment you realize, your primary doctor is in a broken daze, your secondary doctor is missing a leg, and the rest are incapitated or ina broken daze and half the colony has infections that you have a major problem
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TheGentlmen

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #507 on: August 04, 2015, 01:26:53 AM »

Don't fear... thier's 5x as much zombies  ;D

@sky I've noticed that whenever the game needs to spawn pawn it lags out for a while... I originally fought it was becuase of my storyteller editing so I used the default setting but it still lagged! this doesn't happen in vinnila (Where I still have my "Hardcore" ) SO i believe its cuased by the modpack.
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Ember

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #508 on: August 04, 2015, 01:33:47 AM »

Don't fear... thier's 5x as much zombies  ;D

@sky I've noticed that whenever the game needs to spawn pawn it lags out for a while... I originally fought it was becuase of my storyteller editing so I used the default setting but it still lagged! this doesn't happen in vinnila (Where I still have my "Hardcore" ) SO i believe its cuased by the modpack.

im not too sure about this and someone should try testing it, im too lazy to do it myself >.>
i think it might be the clothing mod, the game has to decide from a much larger pool to clothe the pawns, ive noticed that the larger the group the longer it takes and im not too sure but it might be taking even longer the colder it is, since it has to give the pawns even more clothes to even be comfortable in the cold weather
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blub01

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #509 on: August 04, 2015, 06:42:59 AM »

I'm somewhat confused. I need a bunch of items like "parts" and "mechanism" and such to make a lot of things, but have no idea how to get them. it is probably just a research that I'm missing(crafting 2 maybe), but i just don't get it.

EDIT:

figured it out, and is there any way to make heat strokes less crazy, or disable them? I just had to abandon a colony because i got a heatwave before i managed to get power going, and got a raid with 3 of my 5 colonists incapacitated, and one died almost immediately fighting a raider.
« Last Edit: August 04, 2015, 07:59:50 AM by blub01 »
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1. Please make people unable to move through deep waters. I don't like raiders cosplaying Jesus.
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