[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.

sidfu

#5415
Quote from: ScarabParamit on April 08, 2017, 08:02:29 PM
Does anyone else having similar problems?

Edit: I just noticed, that mod is updated on daily basis? My instalation has like two weeks...updating now.

Regards, thanks for this mod.

the ammo one is cause they havent finished generating yet. it will diseaper before they move on your base. speed of that is based on how well your computer is processing game. the other are safef to ignore they wotn hurt u and are known errors.

the ossarian one isnt a bug its just a wealth differnce when usseing the mod pack. its recommended to use one of tthe newe story tellers with the pack but its not mandatory. the senario from what i remember is meant to start with one downed and u getting attacked. i recommend if u dont know the pack well to make a custom senaro for yourself on ossarian.

Jorundr

#5416
Minor Suggestions:
1. Currently non-evergreen trees (e.g. those that lose leaves during fall/winter) appear to switch to their skeletal sprites from temperature changes, rather than seasonal changes. I would like to suggest they change with the seasons, rather than with the temperatures.
2. I'd like to have some food prioritization option so my colonists don't eat all my survival meals first. Preferably perishable food is prioritized (and within that category, whatever is soonest to rot) followed by non-perishables / emergency foods.
3. Snow-covered sprites for trees for when it snows

Minor Complaints:
The weapons in this mod are a mess. Ideally there'd be better categorization (e.g. rather than having 10 lists of sword/knife/hammer/etc. each in a different material, you instead select the type and then material so there's less menu clutter - the problem's most apparent using the prepare carefully options.);

Several melee weapons are unbalanced compared to others (the tsurgi or whatever, for example), and I would recommend just getting rid of some - there's no need to have a sword, a scimitar, a tanto, AND a tsurgi - you might as well have sword, sword, sword, sword - it's clutter. I'd prefer different melee weapons have more interesting differences than just their DPS, name, and sprite;

Virtually none of the firearms state what type of ammo they use in their descriptions. It's a guessing game - please include within the description of a weapon, the ammo type the weapon uses so I don't have to look it up on wikipedia (in the case of some fake (e.g. energy) weapons I just have no clue what ammo it uses).

--

Quote from: skyarkhangel on April 09, 2017, 03:10:50 AM
Soon big graphic update!
Are there previews available?

sidfu

1. the food system is stock. they go for the most filling meals first.
2. weapons have their ammo in discription just think not when in the work bench can u see it.
3. weapons are fine. there a few reasons there so many. one so u dont have veryone with same weapon. there is no 1 is all mighty melee weapon each changes stats based on material and quality. second by haveing so many its also not boring when reaids happen it wont be like stock game and u have 10 guys with same basic mace.
4. prepare carefuly isnt our mod. u have to talk to its mod authour about how it lists items.

skyarkhangel

#5418
Big graphic update: Environment 2.0 Released!
https://www.youtube.com/watch?v=OuqJeYi0GJM

Jorundr

#5419
Quote from: sidfu on April 09, 2017, 10:41:34 PM
2. weapons have their ammo in discription
The vast majority of them do not.
(These are the first 12 of 14 firearms in the list. 12 do not state the ammo in their description, 2 of them (not shown) do.) There's still like another 15+ firearms after this.

Quote
3. weapons are fine. [...] there is no 1 is all mighty melee weapon each changes stats based on material and quality.


Alnico Gladius (Sword 1)
DPS: 14.3 (20dmg / 1.4s)
AP: 24%

Alnico Glaive
DPS: 15.9 (35 / 2.2s)
AP: 24%

Alnico Greatsword (Sword 2)
DPS: 16.25 (39 / 2.4s)
AP: 32%

Alnico Hammer
DPS: 5.5 (12 / 2.2s)
AP: 0%

Alnico Handaxe
DPS: 7.7 (17 / 2.2s)
AP: 0%

Alnico Heroic Sword (Sword 3)
DPS: 13.5 (23 / 1.7s)
AP: 27%

Alnico Katana (Sword 4)
DPS: 20 (26 / 1.3s)
AP: 32%

Alnico Knife
DPS: 12 (12 / 1s)
AP: 11%

Alnico Longsword (Sword 5)
DPS: 13.7 (26 / 1.9s)
AP: 28%

Alnico Mace
DPS: 10.8 (14 / 1.3s)
AP: 0%

Alnico Machete (Sword 6)
DPS: 16.2 (21 / 1.3s)
AP: 20%

Alnico Melee Shocker
DPS: 1.4 (2 / 1.3s)
AP: 0%

Alnico Monkey Wrench
DPS: 14.6 (16 / 1.1s)
AP: 0%

Alnico Morningstar
DPS: 12.5 (25 / 2s)
AP: 0%

Alnico Norbal Sword (Sword 7)
DPS: 14.6 (16 / 1.1s)
AP: 25%

Alnico Norbal War Axe
DPS: 15.3 (23 / 1.5s)
AP: 25%

Alnico Partisan
DPS: 15.2 (32 / 2.1s)
AP: 25%

Alnico Pickaxe
DPS: 6.4 (16 / 2.5s)
AP: 0%

Alnico Scimitar (Sword 8)
DPS: 13.9 (18 / 1.3s)
AP: 27%

Alnico Shiv
DPS: 14.4 (13 / 0.9s)
AP: 11%

Alnico Sledgehammer
DPS: 17.7 (39 / 2.2s)
AP: 0%

Alnico Spear
DPS: 13.3 (20 / 1.5s)
AP: 30%

Alnico Sunder
DPS: 20.8 (52 / 2.5s)
AP: 60%

Alnico Tanto (Sword 9)
DPS: 20 (18 / 0.9s)
AP: 17%

Alnico Tsurugi (Sword 10)
DPS: 21.2 (36 / 1.7s)
AP: 35%

Alnico Cleaver
DPS: 14.6 (16 / 1.1s)
AP: 24%


Why would I ever use anything but a Tsurugi or Tanto?

The13thRonin

Quote from: Jorundr on April 09, 2017, 11:34:16 PM
Quote from: sidfu on April 09, 2017, 10:41:34 PM
2. weapons have their ammo in discription
The vast majority of them do not.
(These are the first 12 of 14 firearms in the list. 12 do not state the ammo in their description, 2 of them (not shown) do.) There's still like another 15+ firearms after this.

Quote
3. weapons are fine. [...] there is no 1 is all mighty melee weapon each changes stats based on material and quality.


Alnico Gladius (Sword 1)
DPS: 14.3 (20dmg / 1.4s)
AP: 24%

Alnico Glaive
DPS: 15.9 (35 / 2.2s)
AP: 24%

Alnico Greatsword (Sword 2)
DPS: 16.25 (39 / 2.4s)
AP: 32%

Alnico Hammer
DPS: 5.5 (12 / 2.2s)
AP: 0%

Alnico Handaxe
DPS: 7.7 (17 / 2.2s)
AP: 0%

Alnico Heroic Sword (Sword 3)
DPS: 13.5 (23 / 1.7s)
AP: 27%

Alnico Katana (Sword 4)
DPS: 20 (26 / 1.3s)
AP: 32%

Alnico Knife
DPS: 12 (12 / 1s)
AP: 11%

Alnico Longsword (Sword 5)
DPS: 13.7 (26 / 1.9s)
AP: 28%

Alnico Mace
DPS: 10.8 (14 / 1.3s)
AP: 0%

Alnico Machete (Sword 6)
DPS: 16.2 (21 / 1.3s)
AP: 20%

Alnico Melee Shocker
DPS: 1.4 (2 / 1.3s)
AP: 0%

Alnico Monkey Wrench
DPS: 14.6 (16 / 1.1s)
AP: 0%

Alnico Morningstar
DPS: 12.5 (25 / 2s)
AP: 0%

Alnico Norbal Sword (Sword 7)
DPS: 14.6 (16 / 1.1s)
AP: 25%

Alnico Norbal War Axe
DPS: 15.3 (23 / 1.5s)
AP: 25%

Alnico Partisan
DPS: 15.2 (32 / 2.1s)
AP: 25%

Alnico Pickaxe
DPS: 6.4 (16 / 2.5s)
AP: 0%

Alnico Scimitar (Sword 8)
DPS: 13.9 (18 / 1.3s)
AP: 27%

Alnico Shiv
DPS: 14.4 (13 / 0.9s)
AP: 11%

Alnico Sledgehammer
DPS: 17.7 (39 / 2.2s)
AP: 0%

Alnico Spear
DPS: 13.3 (20 / 1.5s)
AP: 30%

Alnico Sunder
DPS: 20.8 (52 / 2.5s)
AP: 60%

Alnico Tanto (Sword 9)
DPS: 20 (18 / 0.9s)
AP: 17%

Alnico Tsurugi (Sword 10)
DPS: 21.2 (36 / 1.7s)
AP: 35%

Alnico Cleaver
DPS: 14.6 (16 / 1.1s)
AP: 24%


Why would I ever use anything but a Tsurugi or Tanto?

Sunder is better... Slightly less DPS but at much higher AP.

Jorundr

#5421
Quote from: skyarkhangel on April 09, 2017, 11:27:56 PM
Big graphic update: Environment 2.0 Released!
There's trouble with the log totems.

Logfile on launch: https://gist.github.com/732bcddef87c680126ee8a686148fa2b

Additionally, the update will not allow me to load the map from my current save.

Canute

QuoteWhy would I ever use anything but a Tsurugi or Tanto?

I only used tin/aluminium mellee shocker against animals/low tech raider.
And Alpha/beta electric baton against hightech raider.

The effect these weapon down most animals at the 1. hit, great for manual hunting.
My terminator even survived the darkness event outside with the mellee shocker.

sidfu

Quote from: Jorundr on April 10, 2017, 12:56:28 AM
Quote from: skyarkhangel on April 09, 2017, 11:27:56 PM
Big graphic update: Environment 2.0 Released!
There's trouble with the log totems.

Logfile on launch: https://gist.github.com/732bcddef87c680126ee8a686148fa2b

Additionally, the update will not allow me to load the map from my current save.

fyi when we do a major update it normaly means there a good chance it can break your save. always if u on a save u want to keep playing back up the mod folder first.

dont copy over the old files always fresh install the mod pack.

XDevilDanteX

Hi guys!

After many months I hadn't played with this modpack, today I decided to download it again and make a new adventure.
Unfortunatly, even if the game and the modpack seem to work perfectly, the game don't allows my colonists to pick up and equip any weapon. I right-click as usual on the weapon with the colonist selected, but none option appears.
Do you know about this problem? How can I resolve it?


Canute

Quote from: XDevilDanteX on April 10, 2017, 04:01:19 PM
Hi guys!

After many months I hadn't played with this modpack, today I decided to download it again and make a new adventure.
Unfortunatly, even if the game and the modpack seem to work perfectly, the game don't allows my colonists to pick up and equip any weapon. I right-click as usual on the weapon with the colonist selected, but none option appears.
Do you know about this problem? How can I resolve it?
Mosttimes the problems are because you didn't install the modpack like it is written at the instructions.
Delete all, install a fresh Rimworld, unzip/copy the modpack and copy the modconfig.xml to the config.

Shad

A minor thing I have noticed in the early game: the recurve bow seems to have missed a decimal point somewhere. At this point in time, the thing fires faster than many semi-auto weapons (0.3s warmup, 0.3s fire rate, 2 arrow burst). An easy way to deal with most conventional animals, including raptors. The best part is that of course, you need only the most basic resource to craft and arrows are virtually free. Made a masterwork one with Fel infusion, and seemed to get better results than with normal-good assault rifles.

I am not sure that's the way it's supposed to work (maybe the warmup was supposed to be 3s).

sidfu

Quote from: Shad on April 10, 2017, 06:47:20 PM
A minor thing I have noticed in the early game: the recurve bow seems to have missed a decimal point somewhere. At this point in time, the thing fires faster than many semi-auto weapons (0.3s warmup, 0.3s fire rate, 2 arrow burst). An easy way to deal with most conventional animals, including raptors. The best part is that of course, you need only the most basic resource to craft and arrows are virtually free. Made a masterwork one with Fel infusion, and seemed to get better results than with normal-good assault rifles.

I am not sure that's the way it's supposed to work (maybe the warmup was supposed to be 3s).

nope its correct. but u also forget that it has only a 63% aim effeciency and tthe best arrows metal ones only have 20% armor pen so later they do crap on hevaly armored guys.

EpicGunBlast

Bad bug again. Oil refinery doesn't work and is giving me this since i updated to the latest release:

Exception ticking OilRefinery2065731: System.NullReferenceException: Object reference not set to an instance of an object
  at SK.Building_OilRefinery.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

Im running out of fuel quick  :o