Ludeon Forums

Ludeon Forums

  • June 01, 2020, 04:43:09 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 3 4 [5] 6 7 ... 12

Author Topic: [A17] Crystalloid ~ Crystalline Humanoid Race V2.1 (Updated 10/08)  (Read 71662 times)

vlad.lapadat93

  • Muffalo
  • *
  • Posts: 3
  • Refugee
    • View Profile
Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
« Reply #60 on: January 22, 2017, 11:35:23 AM »

vlad.lapadat93, not sure if this is related but after I installed  a bunch of mods including Crystalloid, I could not use the comms console either.  When I did that extended logging thing I was getting object not an instance of an object when I tried to use the console.  I disabled a bunch of mods (including Crystalloid)  and was able to access it.  I'm not sure if it is related.  I have a ton of mods running though so I suspect it's a conflict somewhere.  I was able to access the comms console with that cat person mod running though, which uses that human / alien framework thing.

I posted about the comms console on "Humanoid Alien Framework" thread too and from what I understand the problem is caused by the fact that crystalloid factions do not get a faction leader assigned. Another side effect of this can be seen if using Fluffy's Relations tab which shows NULL instead of crystalloid factions on factions view in the added tab. The conflict is between Crystalloid and Humanoid Alien Framework because everybody expects factions to get a leader assigned but AtomicRavioli designed the faction's lore as a collective mind which is very nice but it needs some fixes because the game requests a leader for factions.
Erdelf posted a fix for Humanoid alien framework which should work until Crystalloid gets stable.
Sorry for my grammar.
Logged

AtomicRavioli

  • Colonist
  • ***
  • Posts: 112
  • Ratboom
    • View Profile
Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
« Reply #61 on: January 22, 2017, 04:17:22 PM »

Here's the issue everyone; the renegade communities couldn't have a leader that was not Human, otherwise the whole game will crash when you try to create a world. That caused a few things to bug out since they need a faction to have a leader... I could just throw in a human leader for now and the problems will be fixed, but it clashes with the aesthetic lol.



Also, the bug where psionic traits were not appearing on your pawns is fixed with the latest version of AlienRaces. That was an issue that AlienRaces fixed just prior to this mod's A16 update.
Logged

DarkXanatos

  • Muffalo
  • *
  • Posts: 12
  • Refugee
    • View Profile
Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
« Reply #62 on: January 22, 2017, 05:49:04 PM »

...
Also, the bug where psionic traits were not appearing on your pawns is fixed with the latest version of AlienRaces. That was an issue that AlienRaces fixed just prior to this mod's A16 update.

I just checked, and I see the Psionic levels now. Excellent. Thank you.

One last thing, is the Valkyries. You mentioned there is a chance for them to be colonists. Is this only through a random in game event/capturing one? Or can they be randomly rolled? So far, I have seen none while rolling. Also, where is it mentioned that one is a Valkyrie? Does the name replace Crystalloid or does it just get tacked on?
Logged

Dryerlint

  • Drifter
  • **
  • Posts: 39
  • Refugee
    • View Profile
Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
« Reply #63 on: January 22, 2017, 08:06:55 PM »

Whatever values you're using to generate raids are way off. A raid of crystaloids will usually be about 5x harder than one of a normal faction generated by the same storyteller.
Logged

AtomicRavioli

  • Colonist
  • ***
  • Posts: 112
  • Ratboom
    • View Profile
Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
« Reply #64 on: January 23, 2017, 12:51:36 PM »

I just checked, and I see the Psionic levels now. Excellent. Thank you.

One last thing, is the Valkyries. You mentioned there is a chance for them to be colonists. Is this only through a random in game event/capturing one? Or can they be randomly rolled? So far, I have seen none while rolling. Also, where is it mentioned that one is a Valkyrie? Does the name replace Crystalloid or does it just get tacked on?

The chance for them to appear on embark is really small. Crystalloid towns sometimes travel with them though. From there you can steal them as prisoners or look to a mod like hospitality and recruit them.



Whatever values you're using to generate raids are way off. A raid of crystaloids will usually be about 5x harder than one of a normal faction generated by the same storyteller.


Do elaborate, I aim to make them slightly more difficult than mechanoids, with some weaknesses that abusing will make them more easy (Blunt damage is one, melee combat is another). Do you think there are too many pawns in a raid? Or do you think the pawns are too strong?
Logged

Treason5240

  • Drifter
  • **
  • Posts: 53
  • Refugee
    • View Profile
Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
« Reply #65 on: January 23, 2017, 03:08:16 PM »

I'm going to have to chime in and say that the psionic stat is not appearing on my crystalloid colonists despite having the latest version of Humanoid Alien Framework, Crystalloids and the EPOE patch.
Logged

AtomicRavioli

  • Colonist
  • ***
  • Posts: 112
  • Ratboom
    • View Profile
Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
« Reply #66 on: January 23, 2017, 03:31:31 PM »

I'm going to have to chime in and say that the psionic stat is not appearing on my crystalloid colonists despite having the latest version of Humanoid Alien Framework, Crystalloids and the EPOE patch.

Question, did you get AlienRaces from the Github link? Since it hasn't been updated in a long while there, most recent versions come from the Steam link.
« Last Edit: January 23, 2017, 03:35:28 PM by AtomicRavioli »
Logged

Treason5240

  • Drifter
  • **
  • Posts: 53
  • Refugee
    • View Profile
Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
« Reply #67 on: January 23, 2017, 03:40:22 PM »

I'm going to have to chime in and say that the psionic stat is not appearing on my crystalloid colonists despite having the latest version of Humanoid Alien Framework, Crystalloids and the EPOE patch.

Question, did you get AlienRaces from the Github link? Since it hasn't been updated in a long while there, most recent versions come from the Steam link.

I was beginning to suspect that!  Thank you for the confirmation.  I was indeed using the github link.
Logged

Canute

  • Transcendent
  • *****
  • Posts: 8903
  • Refugee
    • View Profile
Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
« Reply #68 on: January 23, 2017, 04:25:44 PM »

Quote
Do elaborate, I aim to make them slightly more difficult than mechanoids,
I think the strengh of a Crystallid raid is like a commando raid from Glitter tech.
Compared to regular pirate they appear, they are 5-7 times stronger.
And when a colossus appear too, it is like a Siege with sapper attack at once.
At last the colossus should need more points to spawn, so his escort isn't that strong.
I'm going to have to chime in and say that the psionic stat is not appearing on my crystalloid colonists despite having the latest version of Humanoid Alien Framework, Crystalloids and the EPOE patch.
Can it be that you use Pre. carefully to create your colony ?
I just found out, when i create a new colony with PC no psionic treats appear.
And even worser, when you don't use PC, but PC is still activ it can happen that on a new colony no pawns spawn.
I complety removed PC for a new colony i started.

BTW. the github release link isn't updated, but when you download the master, you are geting the latest version.
Lazy modder :-)
Logged

asquirrel

  • Colonist
  • ***
  • Posts: 488
  • Refugee
    • View Profile
Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
« Reply #69 on: January 23, 2017, 04:37:46 PM »

Hey Canute, have you been able to fix the problem with the comms console?  When I enable this mod I can't call any factions on it.  I get an error something to the effect of "null reference to an object."  Thanks!
Logged

Canute

  • Transcendent
  • *****
  • Posts: 8903
  • Refugee
    • View Profile
Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
« Reply #70 on: January 23, 2017, 06:39:49 PM »

Yes, like previous post said, update the AlienRaces Mod !
But the auther of the other mod is lazy with the non steam release.
Use
https://github.com/erdelf/AlienRaces
and then "clone or download".
Edit:
Doh, i just notice Com. console don't work again because "random crystalloid crash fix and remove of last fix" he removed the last fix.
Atomic need quickly find the crystalid hive mind and set it as leader ! :-)


AtomicRavioli,
the crystal lamp is from you i assume. I think 100W for a lamp that isn't even brighter then regular lamp is to much, i think 25W are better.

« Last Edit: January 23, 2017, 07:07:36 PM by Canute »
Logged

asquirrel

  • Colonist
  • ***
  • Posts: 488
  • Refugee
    • View Profile
Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
« Reply #71 on: January 23, 2017, 07:18:26 PM »

Yes, like previous post said, update the AlienRaces Mod !
But the auther of the other mod is lazy with the non steam release.
Use
https://github.com/erdelf/AlienRaces
and then "clone or download".
Edit:
Doh, i just notice Com. console don't work again because "random crystalloid crash fix and remove of last fix" he removed the last fix.
Atomic need quickly find the crystalid hive mind and set it as leader ! :-)


AtomicRavioli,
the crystal lamp is from you i assume. I think 100W for a lamp that isn't even brighter then regular lamp is to much, i think 25W are better.

Hey Canute.  I grabbed the alien races mod from your link at github.  Extracted into the mods folder.  Put alien races mod at top of my mod list.  Put Crystalloid at the bottom of my mod list. Same error.  Object reference not set to an instance of an object.  Happens when I click on comms console.  I can't contact anyone. Check out my screenshot.


[attachment deleted by admin due to age]
Logged

Treason5240

  • Drifter
  • **
  • Posts: 53
  • Refugee
    • View Profile
Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
« Reply #72 on: January 23, 2017, 10:48:02 PM »

Little disappointed:

This mod conflicts with the "Cave Biome" mod in that each uses a "crystal lamp" but the one from Crystalloid seems to overrule the other.  Which is a shame.  The other one is a cold inducing light source that was pretty nifty.
Logged

Lennbolt7

  • Drifter
  • **
  • Posts: 82
  • Refugee
    • View Profile
Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
« Reply #73 on: January 23, 2017, 11:53:21 PM »

I'm having the same comms console error.
Logged

DarkXanatos

  • Muffalo
  • *
  • Posts: 12
  • Refugee
    • View Profile
Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
« Reply #74 on: January 24, 2017, 12:35:31 AM »


The chance for them to appear on embark is really small. Crystalloid towns sometimes travel with them though. From there you can steal them as prisoners or look to a mod like hospitality and recruit them.


Ah, I see. Thank you.
Logged
Pages: 1 ... 3 4 [5] 6 7 ... 12