Ludeon Forums

Ludeon Forums

  • January 22, 2020, 02:18:00 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

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.

Pages: 1 ... 404 405 [406] 407 408 ... 457

Author Topic: [1.0] [PROJECT] Hardcore SK project v7: Sunrise  (Read 1839072 times)

Canute

  • Transcendent
  • *****
  • Posts: 8028
  • Refugee
    • View Profile
Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« Reply #6075 on: July 18, 2017, 11:44:15 AM »

You can try to add the mod by yourself. But there is no garantee that ie might cause trouble.
In that case you still should be able to remove it without problems.
Logged

AnotherFireFox

  • Drifter
  • **
  • Posts: 42
  • Refugee
    • View Profile
Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« Reply #6076 on: July 18, 2017, 12:00:03 PM »

Great! I'm reading the guide, still don't know what kind of ore this mod has. I wanna play this mod with OHU dropship mod, so it seems that I have to redefine the materials to build dropships. What's the equivalent of Steel, Plasteel, Components in this mod? I'll be super appreciated!
Logged

sidfu

  • Colonist
  • ***
  • Posts: 633
  • Refugee
    • View Profile
Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« Reply #6077 on: July 18, 2017, 12:59:52 PM »

psycology works fine with leadership and the mod pack. leadership mod leaders are teacher not leaders and pyscology they are the mayor

ignazflam

  • Muffalo
  • *
  • Posts: 6
  • Refugee
    • View Profile
Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« Reply #6078 on: July 18, 2017, 01:13:24 PM »

On a separate note: does anyone else think abominations seem completely unbalanced in the early game?

My first wipe was due to abomination. I started tribal start, and whole tribe got not enough firepower to kill it. Hence I agree they are unbalanced.
On the other hand I heard that in mid-game they are unbalanced in opposite way because they are too good source of food.
So my advice is to survive the early and exploit it later. Probably have to bury them alive in stone building.

Anyway not balanced.
Logged

Zakhad

  • Colonist
  • ***
  • Posts: 272
  • Lp'er
    • View Profile
Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« Reply #6079 on: July 19, 2017, 04:19:05 AM »

Is technology ranking up still a thing?
Logged

Chiasm

  • Muffalo
  • *
  • Posts: 18
  • Refugee
    • View Profile
Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« Reply #6080 on: July 19, 2017, 07:58:37 PM »

Is technology ranking up still a thing?

Not in the last run did.  GHXX Tech Advancing worked fine alongside Hardcore SK, give it a try if you want tech advancing.
Logged

velve

  • Muffalo
  • *
  • Posts: 7
  • Refugee
    • View Profile
Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« Reply #6081 on: July 20, 2017, 04:02:42 AM »

On a separate note: does anyone else think abominations seem completely unbalanced in the early game?

My first wipe was due to abomination. I started tribal start, and whole tribe got not enough firepower to kill it. Hence I agree they are unbalanced.
On the other hand I heard that in mid-game they are unbalanced in opposite way because they are too good source of food.
So my advice is to survive the early and exploit it later. Probably have to bury them alive in stone building.

Anyway not balanced.

I agree, Could we please have an option to disable certain events with the mo'events mod. Alternatively a way to disable it entirely?
Logged

Canute

  • Transcendent
  • *****
  • Posts: 8028
  • Refugee
    • View Profile
Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« Reply #6082 on: July 20, 2017, 04:12:49 AM »

Did you try to disable the events at colony start with the scenario editor ?
And if you don't want any events, HCSK got the camp mod, edit the max. size of the camp, and settle there. You never get any events at a camp.

Logged

ignazflam

  • Muffalo
  • *
  • Posts: 6
  • Refugee
    • View Profile
Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« Reply #6083 on: July 20, 2017, 05:14:17 AM »

You can kite/trap  abomination and pack caravan and change location(anandon old one). I think it is best option for this and psychic or poison ship
Logged

Valor

  • Drifter
  • **
  • Posts: 84
  • Refugee
    • View Profile
Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« Reply #6084 on: July 20, 2017, 05:27:44 AM »

Fuel power plant is very underwhelming compared to coal plant. Coal can be fueled with peat (unlimited easily obtainable resource) for 6 days one filling, with 2000 power output.
Fuel plant uses much more rare resource, that needs to be produced (your boomalopes can never keep up even with one so FSX is not an option), one filling with 80 resources keeps the plant running for about 3 days, produces 3500. Also costs more advanced resources to build.

I cant imagine scenario where I rather woudnt have 2 coal plants vs 1 power plant. And I even bred boomalopes just to fuel it, but poor girls can produce enough even for running one (takes about 25 females to keep up with FSX production.)
Logged

Canute

  • Transcendent
  • *****
  • Posts: 8028
  • Refugee
    • View Profile
Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« Reply #6085 on: July 20, 2017, 07:02:38 AM »

Valor,
i think you allready have oil drill and refinery ?
Do you realy need all the time to made polymers at the refinery ? After a while you got enough and you can made fuel.
FSX you should use from ammo crafting.
Logged

orcinator

  • Muffalo
  • *
  • Posts: 12
  • Refugee
    • View Profile
Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« Reply #6086 on: July 21, 2017, 10:52:44 AM »

On a separate note: does anyone else think abominations seem completely unbalanced in the early game?

My first wipe was due to abomination. I started tribal start, and whole tribe got not enough firepower to kill it. Hence I agree they are unbalanced.
On the other hand I heard that in mid-game they are unbalanced in opposite way because they are too good source of food.
So my advice is to survive the early and exploit it later. Probably have to bury them alive in stone building.

Anyway not balanced.

Never found abominations difficult in 16 since you could kite them really easily, though if one appears too early you risk being low on ammo when a legitimate threat appears. My real problem with them was that at some point every pod survivor turned into an abomniation, or a terminator.
Logged

Canute

  • Transcendent
  • *****
  • Posts: 8028
  • Refugee
    • View Profile
Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« Reply #6087 on: July 21, 2017, 11:20:29 AM »

At last at A16 they are very vulerable for the shocker/batons, a few hits with that and they are down. Thats why my terminator allways got one once i could get one.

Logged

ignazflam

  • Muffalo
  • *
  • Posts: 6
  • Refugee
    • View Profile
Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« Reply #6088 on: July 21, 2017, 11:39:36 AM »

Wait wait. We are talking about abominations and tribe of canibals start. We do not have ammo different than stone arrows. No shockers or batons. We have spears, knifes and maybe one piece of metal weapon.
The point with every escape pod victim beeing not human convices me to turn off these events.
Logged

BlackSmokeDMax

  • Planetologist
  • ****
  • Posts: 1703
  • Don't Have To Live Like A...
    • View Profile
Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« Reply #6089 on: July 21, 2017, 12:51:58 PM »

Wait wait. We are talking about abominations and tribe of canibals start. We do not have ammo different than stone arrows. No shockers or batons. We have spears, knifes and maybe one piece of metal weapon.
The point with every escape pod victim beeing not human convices me to turn off these events.

In which mod are abominations located? Something you can just turn off that mod, or is it part of CoreSK?
Pages: 1 ... 404 405 [406] 407 408 ... 457