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

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

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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.

Grogfeld

It's funny how everything is screwed up when insects wandering around and starting to eat what you just shoot. I mean enemy raids of course. I just had 3 raids one after another. First, few bandits, killed with ease just minor wounds on two of my pawns, next raid was few seconds later, I just send those two to hospital and mechanoids drop on the edge of the map. 2 centipedes and 4 crawlers so i manage to kill them and when I killed the last enemy on the other side of the map landed another pod of mechanoids. 2 centipedes, 4 scythes and few crawlers. So i lost my 3 pawns (burned to death because of energy weapons) 2 of them was medic and a really great shooters. Well that's life so I've patch up rest of downed crew (one got 3 infections) and when I just thought that everything was fine I was raided by another bandits faction. Oh great, I thought, free guns! Nope. I went to the bunker with 3 pawns, rest was too lazy so they had to catch up. My 3 pawns in the bunker started automatically shoot to mosquitoes and crashbugs, of course in the other direction then the enemy was coming. Guess where was the rest of my pawns? Yup, in the line of fire. Salvo with light machine gun and 2 of my guys are downed. The enemy just came and start to shoot, but every time someone, on my side, reloaded gun next target he takes is a crashbug or something close and not the enemy. So I had to micromanage everything. Yea, 3 raids and everything is fine, casualties in the 3rd raid - not possible to avoid, BUT the last raid was just a disaster. Man, I just wish there was a mod with insecticides to spray and have no problem with those pesky bugs.

Edgewise

Quote from: Grogfeld on March 20, 2016, 12:49:16 PM
It's funny how everything is screwed up when insects wandering around and starting to eat what you just shoot. I mean enemy raids of course. I just had 3 raids one after another. First, few bandits, killed with ease just minor wounds on two of my pawns, next raid was few seconds later, I just send those two to hospital and mechanoids drop on the edge of the map. 2 centipedes and 4 crawlers so i manage to kill them and when I killed the last enemy on the other side of the map landed another pod of mechanoids. 2 centipedes, 4 scythes and few crawlers. So i lost my 3 pawns (burned to death because of energy weapons) 2 of them was medic and a really great shooters. Well that's life so I've patch up rest of downed crew (one got 3 infections) and when I just thought that everything was fine I was raided by another bandits faction. Oh great, I thought, free guns! Nope. I went to the bunker with 3 pawns, rest was too lazy so they had to catch up. My 3 pawns in the bunker started automatically shoot to mosquitoes and crashbugs, of course in the other direction then the enemy was coming. Guess where was the rest of my pawns? Yup, in the line of fire. Salvo with light machine gun and 2 of my guys are downed. The enemy just came and start to shoot, but every time someone, on my side, reloaded gun next target he takes is a crashbug or something close and not the enemy. So I had to micromanage everything. Yea, 3 raids and everything is fine, casualties in the 3rd raid - not possible to avoid, BUT the last raid was just a disaster. Man, I just wish there was a mod with insecticides to spray and have no problem with those pesky bugs.

Yea, I asked for bug zappers earlier.  In a side note, I always have ppl killing all the bugs that come close to my colony to stop disease.

Grogfeld

Hunters should kill automatically everything in home area but when you fight with raiders every bug, even that on the other side of the map will just rush to strip fallen enemy. next time I will just make a firewall between me and the rest ;)

sidfu

found a bug with animals not sure which mod thou. basicaly on dogs if u have them set to unlimited area they bug out when they get hungry and try to go eat a mangled corpse thats set to not touch. so far making a large animal area with no mangled corpes disabled seems to have fixed it.

Mrshilka

Quote from: sidfu on March 20, 2016, 07:01:13 PM
found a bug with animals not sure which mod thou. basicaly on dogs if u have them set to unlimited area they bug out when they get hungry and try to go eat a mangled corpse thats set to not touch. so far making a large animal area with no mangled corpes disabled seems to have fixed it.

Some sort of Hungry Animals mod overwrites  your commands and hungry animals will ignore no go areas and forbidden corpses to go eat them, I stopped using meat eating animals for this reason.
A terrible mod if I could remove it and return animal to the saner vanilla ai I would.

Mrshilka

Quote from: Grogfeld on March 20, 2016, 02:33:44 PM
Hunters should kill automatically everything in home area but when you fight with raiders every bug, even that on the other side of the map will just rush to strip fallen enemy. next time I will just make a firewall between me and the rest ;)

I have discovered Melee equipped hunters will automatically kill all bugs that enter my home zone.

F3AR13

Hey there if i can ask for a little clarification i just recently started playing rimworld and i just downloaded the newest version 2.5 pack already got it all set up. im just wanting some clarification on the pack itself does the newest version come with everything old versions had or is it completely revamped and things are taken out im just trying to figure out what is included with the pack as not all mods listed are on my "mod list". or are alot of the mods packed into one single mod? just a little confused on if i need to manually download certain mods from the list. Thanks again. :)

Edgewise

Quote from: F3AR13 on March 20, 2016, 10:44:31 PM
Hey there if i can ask for a little clarification i just recently started playing rimworld and i just downloaded the newest version 2.5 pack already got it all set up. im just wanting some clarification on the pack itself does the newest version come with everything old versions had or is it completely revamped and things are taken out im just trying to figure out what is included with the pack as not all mods listed are on my "mod list". or are alot of the mods packed into one single mod? just a little confused on if i need to manually download certain mods from the list. Thanks again. :)

It changes the game substantially from vanilla and is a group of mods that have been further modded to work together without trouble.  The current 2.5 is still being tinkered with, so there will be a few issues.  If you follow the directions at the beginning of this thread on installation it will work fine.

sidfu

Quote from: Mrshilka on March 20, 2016, 09:42:40 PM
Quote from: sidfu on March 20, 2016, 07:01:13 PM
found a bug with animals not sure which mod thou. basicaly on dogs if u have them set to unlimited area they bug out when they get hungry and try to go eat a mangled corpse thats set to not touch. so far making a large animal area with no mangled corpes disabled seems to have fixed it.

Some sort of Hungry Animals mod overwrites  your commands and hungry animals will ignore no go areas and forbidden corpses to go eat them, I stopped using meat eating animals for this reason.
A terrible mod if I could remove it and return animal to the saner vanilla ai I would.

well guess next time ill use pigs or tame boars. did find one thing thou if u make a animal area just big as your colony it dont happen often i had it happen once in 3 hours(had to restart game due to audio cutout bug). when it did happen i just switched to home area then back and they where good.

Mrshilka

Quote from: F3AR13 on March 20, 2016, 10:44:31 PM
Hey there if i can ask for a little clarification i just recently started playing rimworld and i just downloaded the newest version 2.5 pack already got it all set up. im just wanting some clarification on the pack itself does the newest version come with everything old versions had or is it completely revamped and things are taken out im just trying to figure out what is included with the pack as not all mods listed are on my "mod list". or are alot of the mods packed into one single mod? just a little confused on if i need to manually download certain mods from the list. Thanks again. :)

Yes all the mod son the mod list are in this pack, Some are combined in with other mods for ease of install I am guessing and some are optional mods you can choose to add like the zombies or crash landing mods, I would recommend mastering the mods in this mod pack before thinking about adding more however;)

Jorlem

Just wondering, have adjustments been made to the joy "jobs"?  Because my colonists are doing things like visiting graves, meditating, and building snowmen to the exclusion of things like hunting, butchering, constructing, hauling, feeding and treating prisoners, and so on.  My colony is only surviving at the moment because I am micromanaging everything they are doing (hunting is especially annoying, as my hunter gets bored and tries to wander off every time he reloads his gun.)  I'm running a version of 2.5 that I downloaded yesterday.

Grogfeld

Quote from: Jorlem on March 21, 2016, 03:33:16 AM
Just wondering, have adjustments been made to the joy "jobs"?  Because my colonists are doing things like visiting graves, meditating, and building snowmen to the exclusion of things like hunting, butchering, constructing, hauling, feeding and treating prisoners, and so on.  My colony is only surviving at the moment because I am micromanaging everything they are doing (hunting is especially annoying, as my hunter gets bored and tires to wander off every time he reloads his gun.)  I'm running a version of 2.5 that I downloaded yesterday.
I don't think that something was changed. Everything works as it should. Maybe you have set something wrong in work tab?

If you set in work tab everything on work, no one should wander around, except in cases when they are extremely hungry or tired or of course if you don't set priority on specific job for that pawn. Also in work mode they won't do joy things and go to sleep only when they tired. So check your needs tab, check job priorities and work tab.

If you have everything set on do anything than that's a problem. They will perform actions that will fulfill they needs, and then go working. Hunters check needs every time they reload so on work mode they should do job order or go to sleep (if tired) or eat (if hungry) never do joy task.

At the beginning you can have problems because beds are nerfed, compared to vanilla ones, and everyone will be tired really quick.

Mrshilka

Quote from: Jorlem on March 21, 2016, 03:33:16 AM
Just wondering, have adjustments been made to the joy "jobs"?  Because my colonists are doing things like visiting graves, meditating, and building snowmen to the exclusion of things like hunting, butchering, constructing, hauling, feeding and treating prisoners, and so on.  My colony is only surviving at the moment because I am micromanaging everything they are doing (hunting is especially annoying, as my hunter gets bored and tries to wander off every time he reloads his gun.)  I'm running a version of 2.5 that I downloaded yesterday.

No the issue is early on your people have no access to joy items that give large amounts of joy, the ones you describe take a very long time to give any joy, try building an archery target or research relaxation I to gain access to horse shoes, you will gain joy at a much faster rate.

Fafn1r

Got a few questions about the modpack:

1. Are Aquaculture Basins working as intended? Harvesting only yields 1 blueblade fish. My fisherman with 20 skill and a bad back catches fish at literally 100x faster rate and consumes less food.

2. Is it possible to remove synthetic organs from dead bodies?

3. Does using different materials when making guns affect their stats?

4. How do you guys progress and how long does it take for you? I'm around 36h in the game, almost 300k wealth. My highest produced achievements are a huge base made of utility walls surrounded by embrasures, two geothermal generators, two Dragunov sniper rifles, a surrogate organ workbench, 8 hydroponic basins and a non-stop running polymer production. I have 9 colonists.

I feel like I am not progressing fast enough. I admit I don't focus on joy and comfort early on - hell, only now I started to research Relaxation I. May be this could speed things up. But getting all the necessities on a desert takes time. What do you guys do? Do you progress with comfort and joy evenly with heavy industry?

I think the most time-consuming thing for me was getting enough sandstone and spare parts to build rooms and defenses. Maybe next time I will look for more crafters and have two machining benches running all the time.

Also - what materials do you use for doors?

5. What type of furniture fits well with sandstone walls and floors? :P

Devon_v

Quote from: Mrshilka on March 19, 2016, 10:48:13 PM
Had Mechanoids drop in just after that as part 3 of the 3 raid faction war event, 6 Skynet took out 24 mechanoids for the loss of one while I killed the other 3, was able to melee down the other 5 remaining thanks to stupid AI but still cost me 2 500 hp beta poly Ballistic shields.
The latest update to Combat Realism addresses mechanoids being damage sponges by giving them internal systems so that they actually accumulate meaningful damage during a fight. They gained heavier armor to compensate, but the author states that heavy weapons are basically more effective against them now, while small arms are baiscally useless against them. That might fix Terminators.