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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 2331009 times)

skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11c: Red Alert (09/08/15)
« Reply #600 on: August 10, 2015, 05:18:42 PM »

1.11d update*
it's time to change your strategy..
* Remove trade tent in savegame before update! Or.. black screen.

1) Reduce hitpoints of the barbed wire (5 times). Change hitpoints of the embrasures.
2) Moat now available only after studying the technology.
3) Reduce damage from 45 to 35 Anti-Matter bullet.
4) Reducing the rate of deterioration of ammo 2.5 times.
5) Through the embrasures, barbed wire can now move, but with very very low speed. (3-4 times slower than in sandbags, about 8 sec. it takes to overcome one square. Thus, fixed bug with "no enemy for AI". Enemies now see and try to hit the target. Barbed wire is now serves as a good for slowing the enemy.
6) Fixed doors and window,now they don't create roof if near walls that don't create the roof.
7) Scyther: reduced movement speed by 30%, increased endurance by 30%.
8) FishingPier is now made only of woodplanks, not from stuff. (Avoiding the red bugs)
9) Decreased vitality of a spindlecrib.
10) Reducing the cost about 2 times on the moat construction.
11) Increase by 50% cost for the plasma generators.
12) Remove the tent because of the incompatibility with mod AutoSell. The orbital trade beacon is now being studied with the console.
13) Miscellaneous updated to last version.
14) Removed EPOE the textiles and prosthetic trader. Prostheses are now sold at the slave trader.
15) Reduced manhunter for part of aggressive animals.
16) Fishindustry: Reduced number of resources in the crafting of fish.

New opportunity. Installer win En-Ru Hardcore modpack 1.11d.



Installation:
1) Clear Mod folder, except Core!
2) Install in Rimworld main directory.
autocoping modconfig.xml works on windows XP or later.
« Last Edit: August 15, 2015, 09:26:48 AM by skyarkhangel »
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The13thRonin

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11c: Red Alert (09/08/15)
« Reply #601 on: August 11, 2015, 04:37:12 AM »

5) Through the embrasures, barbed wire can now get through, but with very very low rate. (3-4 times slower than in sandbags, about 8 sec. it takes to overcome one square. Thus, fixed bug with "no enemy for AI". Enemies now see and try to hit the target. Barbed wire is now serves as a good for slowing the enemy.

I'm sorry, I don't understand. Could you rephrase?
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Uglyr

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11c: Red Alert (09/08/15)
« Reply #602 on: August 11, 2015, 06:27:50 AM »

5) Through the embrasures, barbed wire can now get through, but with very very low rate. (3-4 times slower than in sandbags, about 8 sec. it takes to overcome one square. Thus, fixed bug with "no enemy for AI". Enemies now see and try to hit the target. Barbed wire is now serves as a good for slowing the enemy.

I'm sorry, I don't understand. Could you rephrase?
I think it's something like fixing exploit when you could create barbed wire "balcony" and stand there killing wargs. Wargs could not move through barbed wire so was doing nothing waiting for death. Now they can and will move through barbed wire (very slowly) to eat all of your colonists so you need to kill them quickly or make lots of wires.
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skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #603 on: August 11, 2015, 07:29:53 AM »

Yep, Uglyr right.
I think I finished with 1.11 fixes.
« Last Edit: August 11, 2015, 07:42:58 AM by skyarkhangel »
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The13thRonin

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #604 on: August 11, 2015, 10:55:41 AM »

1.2 now? Looking forward to new additions :D.
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zenfur

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #605 on: August 11, 2015, 11:41:46 AM »

Hey there, cool update.

I have few general suggestions:

1) it would make more sense if you could make mulch out of kindling instead of planks
2) for compensation let make kindling out of wood logs, bamboo or any planks
3) mulch is extremely expensive if you consider that you have to refine around 35x5 crude oil to get 5 synthetic ammonia. That is for 15 mulch, which is 1 tile or 1 hydrophonic device. I'd suggest to lower synt. ammonia cost or make it's cost alternative replaced by ash.
4) smelting slag at electric smelter takes ages and gives you only 10 steel. It's very low considering how fast mine can provide you steel. I'd suggest to halve it's work time and yield 15 steel bars instead steel.
5) we lack upgrade to stone cutting table, electric one with higher working speed would be nice
6) make electroncis a little cheaper in resources, but make them require copper parts instead steel parts.
7) to make above working, bring copper and aluminium for Mines.

Btw, anti-tank launcher seems to be not working. It always misses its target, I haven't hit anything with it yet.
I think that multi-shoot grenade launcher should get one buff of below:
1) shoot nades in quick succesion
2) have the explosion have same effect as frag grenade
3) have twice as fast missile speed

Also anti-tank launcher has still -100% glob. speed, while rpg has -200%

Oh, forgot. It would be nice to add Cave flora to Autohunter beacon to let auto-harvest shrooms.

There's very annoying bug with turrets - you can mount only 1 weapon out of all your weapons.
« Last Edit: August 12, 2015, 05:49:38 AM by zenfur »
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Ember

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #606 on: August 11, 2015, 07:47:55 PM »

try to avoid double posting, as for turrets, the weapons need to be in your stockpiles
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zenfur

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #607 on: August 12, 2015, 05:48:30 AM »

All of them are in my stockpiles, I am able to choose only one of them. Like here:
http://i.imgur.com/GfILswZ.jpg

Also depleted uranium is missing its beauty value. Sculptures made out of it have 0 beauty.

I believe mending table and clay collector belong to hi-tech tab, since they need lots of research and synthetic materials.
« Last Edit: August 12, 2015, 06:13:53 AM by zenfur »
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Haplo

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #608 on: August 12, 2015, 06:05:46 AM »

That is intentional. It looks for the best weapon of one kind available and proposes it.
Else you would have an infinitely long list of weapons.
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zenfur

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #609 on: August 12, 2015, 06:12:40 AM »

The best weapon... Definetely not. It used to suggest me crappy pistol when I had grenade launcher and some rifles around. Also not always I want to mount there "best weapon". Perhaps it's not working well because there are additional weapons from other mods?

I prefer infinite weapon list. Especially how it's made now: if you right click again, you swap to next part of this list. I'd like to be able to choose any weapon though.
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The13thRonin

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #610 on: August 12, 2015, 09:41:36 AM »

Any chance we could get Rimsenal and the Zombie Apocalypse mod?

I've been modding some new apparel and I'll kick it over to you skyarkhangel. You might be interested in it when I'm finished. But it's going to be under a Creative Commons license that prevents monetization because I used a base image that allowed use under those conditions.
« Last Edit: August 12, 2015, 10:56:47 AM by The13thRonin »
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Ember

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #611 on: August 12, 2015, 10:50:51 AM »

Any chance we could get Rimsenal and the Zombie Apocalypse mod?

as far as I'm aware the modpack is already set up for the zombie apocalypse mod, there was a patch available for download but I'm not sure where that went
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The13thRonin

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #612 on: August 12, 2015, 10:57:42 AM »

Any chance we could get Rimsenal and the Zombie Apocalypse mod?

as far as I'm aware the modpack is already set up for the zombie apocalypse mod, there was a patch available for download but I'm not sure where that went

Oh? Where would it go in the load order? Perhaps the mod belongs on the front page?
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TheGentlmen

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #613 on: August 12, 2015, 01:26:38 PM »

Any chance we could get Rimsenal and the Zombie Apocalypse mod?

as far as I'm aware the modpack is already set up for the zombie apocalypse mod, there was a patch available for download but I'm not sure where that went

Tuff luck ate it. 8)

Quote
Has Zombies & next version will hopefully have The Transcendence & Pirates. If your only interested in the zombies  only add the following files: EPOE_SK, Core_SK, Zombie Apocalypse
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The13thRonin

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #614 on: August 13, 2015, 04:51:00 AM »

I'm really hankering for new weapons in this pack  :).

By the way I made some tribal textures. You can use them in the pack if you like sky. There's a thread here in the release forum.
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