[1.0] Trading Economy 3.1

Started by WalkingProblem, September 08, 2017, 08:54:18 PM

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Zalpha

Where is the actual link to download the latest version? I can only by scrounging around find the actual download link 2.0. None of the links lead to an option to download 2.2 of this mod.

WalkingProblem

Quote from: Zalpha on December 17, 2017, 01:40:56 PM
Where is the actual link to download the latest version? I can only by scrounging around find the actual download link 2.0. None of the links lead to an option to download 2.2 of this mod.

Oops, my bad: NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/trading-economy-ver2-2/

Zalpha

Lol, you updated from 2.0 to 2.1 and then 2.2 and yet everyone only had access to 2.0.

Thank for sharing and making this mod. :D
Could you make a tribal version instead of tanks? Something living instead.

WalkingProblem

Quote from: Zalpha on December 17, 2017, 04:34:48 PM
Lol, you updated from 2.0 to 2.1 and then 2.2 and yet everyone only had access to 2.0.

Thank for sharing and making this mod. :D
Could you make a tribal version instead of tanks? Something living instead.

Wow.. thats cool.

Then, it would be some sort of a "duplicate" mod already. And they will not be selling high tech stuffs isnt it?

I think the only possibility of me making it, would be me doing a totally new mod - maybe an original faction, that happens to like to trade... =\

( look at the to do list.... )

hmmm..... lol~

Meteo


WalkingProblem

Quote from: Meteo on December 23, 2017, 11:46:35 AM
I cant sell sculptures to the buying merchant. Is that a bug?

Hmm... maybe I missed out on allowing them to buy that. I will check.

Thanks for letting me know~

----update----

I updated the Steam version of the mod to 2.3 and added the ability to buy art and weird organic.

Cheers!

Canute

Walking Problem,
does this mod change anything about mechanoids ? I though the Walkblem Heavy Armored Caravan are something at this way maybe ?

Currently i got a problem with psychic/poison ship, when it should spawn the mechanoids the game hold like it is calucating the enemies.
But even after serveral minutes nothing happen and i need to crash the game.
The output_log.txt don't give any hint, the last lines are the same like before.

squaresponge

Mcaffee web advisor says the file is dangerous. Did your website get hijacked or is that a false positive.

WalkingProblem

Quote from: Canute on December 31, 2017, 06:13:16 AM
Walking Problem,
does this mod change anything about mechanoids ? I though the Walkblem Heavy Armored Caravan are something at this way maybe ?

Currently i got a problem with psychic/poison ship, when it should spawn the mechanoids the game hold like it is calucating the enemies.
But even after serveral minutes nothing happen and i need to crash the game.
The output_log.txt don't give any hint, the last lines are the same like before.

The mod doesnt not touch mechanoids (and mechanoids works perfectly find on my game, as I often spawn them as enemies to do testings...)

Quote from: squaresponge on December 31, 2017, 03:44:41 PM
Mcaffee web advisor says the file is dangerous. Did your website get hijacked or is that a false positive.

My website is not hijacked or hacked.

http://walkingproblem.com/sdm_downloads/trading-economy-ver2-2/

574 downloads, but no one had mentioned about virus or dangerous. =x

Harry_Dicks

Hi, I really like your mod, but I have a couple of quick questions.

1-Would there be anyway to have the different companies you trade with just be like orbital ships instead of their own faction? Or maybe an option to have them play like that? The reason I ask is because I'm trying to trim down a lot of the extra stuff I have going on, and 6 extra factions running in the background is something I would love to trim, because I've got maybe a dozen other custom factions coming in from mods. This makes my "Factions/Relations" tab very bloated, and adds to the slowing down of RimWorld. I love being able to get a few hundred components by ordering the component caravan, but for a few specific resources this mod may not be worth it with my limited pc specs.

2-Is there a way to increase the amount of steel the steel caravan brings? If I remember correctly it was maybe 1000 or less? I was honestly hoping to buy like 10K steel off of a caravan dedicated solely to steel.

3-Isn't this the mod that add's the Walkblem Powered Armor and Walkblem Sniper rifle that does 50 area of effect damage? If so, is there a way to disable these items? On my playthrough I ended up capturing a couple traders with this gear on, that also allows the pawns to move super fast. With just these 2 pawns I could hold off an entire raid, because of their 50 AoE damage sniper rifles and speed that I could kite enemies. I can't resist the temptation of getting these guys again! :P

WalkingProblem

Quote from: Harry_Dicks on January 01, 2018, 03:43:50 PM
Hi, I really like your mod, but I have a couple of quick questions.

1-Would there be anyway to have the different companies you trade with just be like orbital ships instead of their own faction? Or maybe an option to have them play like that? The reason I ask is because I'm trying to trim down a lot of the extra stuff I have going on, and 6 extra factions running in the background is something I would love to trim, because I've got maybe a dozen other custom factions coming in from mods. This makes my "Factions/Relations" tab very bloated, and adds to the slowing down of RimWorld. I love being able to get a few hundred components by ordering the component caravan, but for a few specific resources this mod may not be worth it with my limited pc specs.

2-Is there a way to increase the amount of steel the steel caravan brings? If I remember correctly it was maybe 1000 or less? I was honestly hoping to buy like 10K steel off of a caravan dedicated solely to steel.

3-Isn't this the mod that add's the Walkblem Powered Armor and Walkblem Sniper rifle that does 50 area of effect damage? If so, is there a way to disable these items? On my playthrough I ended up capturing a couple traders with this gear on, that also allows the pawns to move super fast. With just these 2 pawns I could hold off an entire raid, because of their 50 AoE damage sniper rifles and speed that I could kite enemies. I can't resist the temptation of getting these guys again! :P

I can consider the orbital ships - but you need to note that - orbital ships, being... you know... ships? do not appear when you need them. But permanent factions are always there when you need them.

So that is why the mod is designed that way.

As for the steel trader - they carry between 500 - 5000 steels. Its not a fixed number. You may end up just have to order the steel caravan twice.

As for the Walkblem gears, have you played the current version of the mod? Its not easy to get your hands on the gears now, as Walkblem Corporation had scaled back their military deployment in the Rimworlds....

Canute

Hi Walking Problem
after i finaly played with this mod i want give some feedback.

- I realy think you should add to the weapon/armor the Destroy on drop /not tradeable/ and only used by the trading corp.
The weapon are realy powerful and the armor too strong. It is ok when the caravan/visitor use them and be able to defend.
But they shouldn't be used by the player or by common raiders.

- I realy think there are too many faction, my world was nearly dominated by Walkblem factions. And too many caravan types.
I sugest to have just one faction, and maybe 1-2 caravan type for each old faction.
Mosttimes the Heavy Armored Caravan is barly loaded with stuff the carvan got to sell, and don't contain much silver to buy stuff, so i think they easyly could be merged together.

But overall a fantastic work.



Harry_Dicks

Quote from: Canute on January 10, 2018, 12:44:45 PM
Hi Walking Problem
after i finaly played with this mod i want give some feedback.

- I realy think you should add to the weapon/armor the Destroy on drop /not tradeable/ and only used by the trading corp.
The weapon are realy powerful and the armor too strong. It is ok when the caravan/visitor use them and be able to defend.
But they shouldn't be used by the player or by common raiders.

- I realy think there are too many faction, my world was nearly dominated by Walkblem factions. And too many caravan types.
I sugest to have just one faction, and maybe 1-2 caravan type for each old faction.
Mosttimes the Heavy Armored Caravan is barly loaded with stuff the carvan got to sell, and don't contain much silver to buy stuff, so i think they easyly could be merged together.

But overall a fantastic work.

I have same issues with mod. I really love some aspects of it, but I agree with everything Canute said, as I posted earlier. I can't help myself, but early game I got 2 people with the full Walkblem Power Armor and Walkblem Sniper Rifles that do 50 AoE damage from very far. I think one of them was just passing through, and it was early game, and I figured I'll go to war with this faction for just this one person's stuff, it is that powerful. When I had 2 of them, I could hold off any raid. I even closed off base with walls and doors. So raiders would start beating on walls, but with these 2 Rambos I had, I could just kite the enemy and annihilate them before they ever got close. 2 guys shouldn't be able to hold off 20ish man outlander raids in my opinion. Also I'm still hoping you can maybe do orbital ships instead, or have them all consolidated to just 1 faction. When you have so many mods, I already have maybe 10 factions on map, and another 20 hidden.

WalkingProblem



Finally, Walkblem Soldiers will get their very own Helmet and Armor design/textures. Gunbladers will also get their own Exo Suit. Walkblem Weapons tweak to have smaller explosion radius, making it less OP as it used to be. The WHAC also got a new paint job that would go better with the new Walkblem uniforms. Walkblem Corporation representatives will no longer be represented by soldiers, making Walkblem Soldiers a really rare sight (and thus reducing the chance of Walkblem Weaponries being dropped from ambushes).

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NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/trading-economy-ver2-4/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1130945311
FORUM LINK: https://ludeon.com/forums/index.php?topic=35551.0

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VER 2.4 CHANGELOG:
– New Walkblem Power Armor Helmet, Walkblem Power Armor and Walkblem Exo Suit (with all new textures)
– Reduced explosion radius of Walklem Charged Cannon, Walkblem Charged Rifle and Walkblem Charged Sniper Rifle
– Increase damage of Walkblem Gunblade
– Removed Walkblem Executive/Sniper as Trader from Caravans, replaced with Civilian
– Reduced military presence in Military Corporation Faction
– Added small chance of Walkblem military appearing as Visitors/Raiders in all Corporation factions
– Color change for Walkblem Heavy Armored Caravan (WHAC) from brown to grey

VER 2.3 CHANGELOG:
– Added ability for Trading Faction to buy Weird Organics and Art






Harry_Dicks

Those textures look awesome! I'm a big fan of all of the changes. Do you think in the future you could ever have it as a mod option, to have all of the traders as 1 faction? Hmm now that I think about it though, I may be able to turn off the ones I don't need with RF - Faction Control. I'm gonna try that out.