[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.

Slipshodian

Honestly, i've never been bothered with the Darkness event.
In fact i've lost 0 people to the darkness so far, but i've lost 4 on my latest colony from raids popping up while my guys were looting junk, coincidentally within firing range.

Once i see the event pop up, i have plenty of time to prop up some lights indoors even if i lack them entirely for whatever reasons. If anything, the thing that irritates me far more than that is that sometimes when i load my game, every bench/device decides it uses max power all the time even when not operating, until i reset my entire power grid or turn them off/on again.

Zakhad

The darkness event needs to have levels of difficulty that scales with the storyteller, but honestly only people without construction die because you can just harvest a bush and make a kindling torch that'll keep them alive, but the annoying micromanagement for every colonist is taxingly tedious also prisoners / guests should be exuded. One more final thing is that sometimes if I'm not paying attention to a colonist they will "un-designate themselves and go back to automation and walk straight into the darkness and die due to hunger or w/e"

Owlchemist

I was bothered by the darkness event not fitting into the setting of Rimworld as well, at first... And there are other things that conflict too. But now I've just resigned to the notion that hardcore SK should be taken as its own thing, rimworld's lore no longer really applying, so don't worry about it ;)

Quote from: Slipshodian on September 11, 2016, 12:12:02 AM
If anything, the thing that irritates me far more than that is that sometimes when i load my game, every bench/device decides it uses max power all the time even when not operating, until i reset my entire power grid or turn them off/on again.

Yeah, I pretty much have to design my power grid around this bug. One master switch to reset everything. It's a bug with CCL.

Makko

The darkness event is almost a really cool one though, it just needs to not be lovecraftian themed, it's very well done and a pretty awesome mechanic, no idea how they managed to make it work.

The problem is just that it's so jarring from the rest of the theme of the game, if you were a Norbal tribe then it would fit I guess, but as a bunch of people from diverse modern/futuristic backgrounds the gothic mysticism doesn't make much sense.

I think the thematic problem could be solved easily enough by just changing some of the wrappings for the event.



Example message:

QuoteYou receive a sudden ultra long-range radio transmission, there's no telling where it came from.

It's mostly incomprehensible but one phrase is repeated enough times to be clear:

"stay in the light"

The message repeats for several minutes then stops as abruptly as it started.

It just needs to be less Darkest Dungeon and Diablo, and more L O S T and The Mist

Because overall this mod collection does a really really good job of building on the existing lore without diverging from it, I'm often surprised to find out things I take for granted aren't part of the vanilla game!

jacknick123

I like the Darkness event. Agreed it could use a bit of thematic tweaking to be more appropriate to the setting. Reminds me a lot of the movie Pitch Black. Get rid of the Darkest Dungeon narration, make the alert a radio message or some even super stranger eclipse, maybe make the Darkness monsters more like aggressive alien/genetically modified animals than the ghostly/supernatural things they are and act like now. It's definitely a very different type of event that keeps things interesting, but could probably use more expansive mechanics than huddle around a campfire hastly made and wait around for a minute or two

Makko

The build times for heavy weapons, some ammunition like rockets as well as sentries and cannons are too long.

It takes so much time that a lvl 15+ crafter/smith is starving and exhausted by the end of it, since you cannot walk away and come back later as it starts over.

Edit: after a large amount of experimentation it seems this was a result of clothing choices, the time is lengthy, something like 12 hours but it was being pushed into extreme levels by work speed penalties.



So for some reason feral plate armor has a ridiculously low value despite the materials its made with, and is available in large quantities from combat suppliers for pennies.

While not the best armor in the game, it's kind of crazy

twisted067


Jonxx


Slipshodian

#3548
Quote from: Makko on September 11, 2016, 10:06:09 PM
The build times for heavy weapons, some ammunition like rockets as well as sentries and cannons are too long.

It takes so much time that a lvl 15+ crafter/smith is starving and exhausted by the end of it, since you cannot walk away and come back later as it starts over.

Edit: after a large amount of experimentation it seems this was a result of clothing choices, the time is lengthy, something like 12 hours but it was being pushed into extreme levels by work speed penalties.

gotta gear up your people properly for a lot of stuff, and the bonus speed cabinets and things can help too....

it's kinda jarring though since something like leather gloves and shoes can give you like 50% faster work speed, but it's offset only when you wear actually protective armor that lowers work speed.

If you mess around with it a bit you can get some non-combat workers who produce stuff at breakneck speeds, but would basically lose an arm/leg if they ever take a bullet.


Makko

Yeah, I mean I knew about making sure people had tools and the tool stations, but man I somehow missed the clothes!

========

In other news, you can scrap the Feral Plate armors for roughly 40 of the resource in alloy, so you get 40 Beta Poly or Titanium for 100 silver ore and 30 seconds of recycling fabrics.

Seems legit.

Also, the ".45 ACP Desert Eagle" is not in .45 ACP... it's in .50 Action Express.

The M56 SMART Gun is not in 10x28mm caseless, it's in 50BMG though one of the info screens tells me the former so I was trying to find out how to make this new ammo type that doesn't exist, as I found when I built one just to double check.

WHY?!?!

Edit: Where do I get magnetic material? The Help Defs aren't useful and I can't find online


Makko

Explosions are doing no damage, debug log shows this:

http://image.prntscr.com/image/3ee65e83122d4c2a8aa1686f04dc53e7.png

LAW, Doomlauncher, Incendiary grenade and the napalm launcher heavy weapon do no damage and start no fires when they should.

Edit: This does not apply to the Mammoth's launcher thing, RIP Smelly you were too good for this cruel world

Makko

The Naval Sentry description is wrong, it not only needs 2200w instead of 1500w but it also DOES need ammo contrary to what it says.

Zakhad

Another big update on github O.o

Couple of questions

Question 1 @Skyarkhangel How far along is alpha 14 if you were to give like a vague ballpark figure before you start working on alpha 15, as I would like to stream it. But I'm holding off for it to be more or less finished before I do. As I think that restarting the colony due to an update would break immersion/interest. I hope by asking this, that it's not taken the wrong way. I know some mod dev's don't liked being asked when something is done, I'm not specifically asking for when its done I'm just looking for an idea of how far off it is If I were to guess based on what I've seen I would probably say between 75-90% (Edit - after seeing today's changes probably much further back 60-75%) prior to today's update it looked almost done and that it was only missing Psychology mod, now thers an entire interface overhaul with the RA fuel system now that makes sense about all the switches being disabled on the furnaces, you only burn what you need to craft, which is so much better.

Question 2 if you watch a Youtuber/Streamer does adding background music ruin or add to the experience. When I've streamed Rimworld before I've put stuff like old Amiga lemmings ost in the background because I find it strangely appropriate. I would like some opinions if you have any.

Zakhad

Today's new game op random item find that really doesn't break the game what so ever.

[attachment deleted by admin - too old]

Makko

Bean bags in particular are kind of OP, for example I can take down a Fenix early game with bean bags but not buckshot, the incapacitating effect is a little too strong.

Making it easy to capture prisoners or subdue berserk colonists is one thing, but using them to just kill things you're not trying to take alive is a whole new problem