[A11b] Enhanced Defence - 0.19.1 - 07/07/2015 (New Poll)

Started by Jaxxa, October 06, 2014, 03:28:24 AM

Previous topic - Next topic

Should this be separate mods or one big mod split into modules. (Read Page 30)

Keep it as it is
101 (49.3%)
Split it up into separate mods
104 (50.7%)

Total Members Voted: 205

Reysuke

Quote from: Jaxxa on October 29, 2014, 07:41:13 PM
Yes, that is something to keep in mind when receiving supplies.

Also if you are using the DeepStrike module and you are not careful you can kill all of your colonists in one go and loose the game.
Well..... That explains everything.... Stupid me >.>

mipen

I built my orbital command thing under a roof, and whilst trying to firgure out how to use it, I loaded a bunch of colonists into and pushed the deepstrike button on the orbital command building itself... After waiting for a few minutes without my colonists showing up, and after building a beacon and clicking the drop button on that numerous times, I concluded that sending them to drop into a roofed over area is not a good idea. Luckily I had saved before testing it out! :P But maybe it would be good to disable the drop option if the building is under a roof? Just for the sake of people as slow as I :P
But I love the mod, it is absolutely amazing! The fortress shield would have to be my favourite; being able to have an outdoors base without fear of enemies dropping in on your head, or mortars burning everything to the ground. Thanks for the brilliant mod Jaxxa!

skullywag

Wouldnt be hard to check that the location picked is not roofed. Would be a nice addition. I concur with the above, being that these things contain the most valuable thing in the game itd be worth not allowing silly mistakes to kill them as much as possible (without being too cheaty)
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Vas

Fortress shield stops me from getting trade supplies, but does not stop enemies from landing within the shielded area.  This includes the robotic enemies and such.

Also, I had a thought related to the SIF Shield.  I'd like it's power to scale based on how many blocks it is protecting.Rather than to cost a fortune to protect 5 blocks, it would barely use much power at all.  :P

The SIF shield seems to have a problem with some walls as well, it won't activate on the embrasures in the embrasure mod, unless they are the standard basic conduitless embrasure.  I wanted to use my reinforced embrasures because shields barely withstand raider attacks at all.

Is it possible to put two SIF shields up beside each other so if one goes down, the other stays?  Or gives double the shield strength for double shield time?  Actually, that'd cost an even higher fortune of energy.  I think it'd be nice to be able to place down a capacity upgrade next to each shield module, extending it's capacity by x amount per upgrade placed near it.  This of course requires a longer charge time, drawing in a lot more energy for a longer period of time.  :P

As for a slight bit of balancing, could you make the fortress shield take 2x2 blocks of space rather than one?  Just seems like something making such a massive shield, should be a larger device.  :P

An idea for SIF shield, slightly related to above, is a large SIF shield generator, which puts a shield around every single block in it's radius but in a large area.  So I don't need a fortress shield inside a mountain if I just want to add shields to all my walls.  Or maybe I have an area where I need a large one rather than 5 small ones.  Hopefully, you can also make this one power with the amount of blocks it is protecting, if you can do that in the first place.  :P

--

Does the drop pod let you go to other locations on the big map?  Or only within your colony's range on the map?  I assume the second, so I haven't gotten it.
Click to see my steam. I'm a lazy modder who takes long breaks and everyone seems to hate.

shmooe

Having issues where shells are reduced by 71 in auto-hopper after reloading game. the guns also are reduced by 71 for every save and game reload. ran into wireless power issue where watts didn't match my resources. had 100000W available once for no reason. used the power when saved and reloaded game power values where diff every time. had to delete all wireless nodes, save, exit game, reload game, and put them all back. now when i see the values are messed up i just save, quit RimWorld, and reload the game. but what a great mod when you figure out how to avoid the bugs. lol it's just loads of fun with zombies, arachnids, etc... Just wanted to give my report, im sure this has already been looked into. Also please add, Auto Watt transfer system or Watt Regulator with an auto turn on. annoying having to adjust all the time when adding. it should just have the option for auto. this way i can set manual values for inner defense that rarely need changes and the outer will just take whats left of the power as needed till i run out of power automatically.... Your Thoughts Anyone?

ToXeye

Tiki torches make excellent cover for bandits. At least until it breaks from the one shot.
Features everywhere!
e_  O:
/|   /|\

Jaxxa

Quote from: skullywag on November 06, 2014, 04:27:32 AM
Wouldnt be hard to check that the location picked is not roofed. Would be a nice addition. I concur with the above, being that these things contain the most valuable thing in the game itd be worth not allowing silly mistakes to kill them as much as possible (without being too cheaty)

Yeah, I will add a check if the drop point is roofed. It may still kill them is there is roofs around and the Fortress shield will kill them if you don't turn it off.

Quote from: Vas on November 07, 2014, 07:50:14 AM
Fortress shield stops me from getting trade supplies, but does not stop enemies from landing within the shielded area.  This includes the robotic enemies and such.

It should stop the droppod enemies, but not others that just spawn. Are you finding the ones in droppods keep getting through? if so that is a bug.

Quote from: Vas on November 07, 2014, 07:50:14 AM
Also, I had a thought related to the SIF Shield.  I'd like it's power to scale based on how many blocks it is protecting.Rather than to cost a fortune to protect 5 blocks, it would barely use much power at all.  :P
I may look into a dynamic power usage later on.

Quote from: Vas on November 07, 2014, 07:50:14 AM
The SIF shield seems to have a problem with some walls as well, it won't activate on the embrasures in the embrasure mod, unless they are the standard basic conduitless embrasure.  I wanted to use my reinforced embrasures because shields barely withstand raider attacks at all.
I will look into updating that.

Quote from: Vas on November 07, 2014, 07:50:14 AM
As for a slight bit of balancing, could you make the fortress shield take 2x2 blocks of space rather than one?  Just seems like something making such a massive shield, should be a larger device.  :P
Sounds like a good idea

Quote from: Vas on November 07, 2014, 07:50:14 AM
Does the drop pod let you go to other locations on the big map?  Or only within your colony's range on the map?  I assume the second, so I haven't gotten it.
Currently only on the same colony map.

Quote from: ToXeye on November 09, 2014, 03:41:54 PM
Tiki torches make excellent cover for bandits. At least until it breaks from the one shot.
I don't get it, I didn't add Tiki torches

Quote from: shmooe on November 09, 2014, 12:53:10 PM
Having issues where shells are reduced by 71 in auto-hopper after reloading game. the guns also are reduced by 71 for every save and game reload. ran into wireless power issue where watts didn't match my resources. had 100000W available once for no reason. used the power when saved and reloaded game power values where diff every time. had to delete all wireless nodes, save, exit game, reload game, and put them all back. now when i see the values are messed up i just save, quit RimWorld, and reload the game. but what a great mod when you figure out how to avoid the bugs. lol it's just loads of fun with zombies, arachnids, etc... Just wanted to give my report, im sure this has already been looked into. Also please add, Auto Watt transfer system or Watt Regulator with an auto turn on. annoying having to adjust all the time when adding. it should just have the option for auto. this way i can set manual values for inner defense that rarely need changes and the outer will just take whats left of the power as needed till i run out of power automatically.... Your Thoughts Anyone?

That sounds very strange, are you getting that even with no other mods installed?
Can you post steps you can take to reproduce it?

It might be easiest to log a GitHub issue https://github.com/jaxxa/RimWorld-Enhanced-Defence/issues to talk just about that and to avoid the overlapping conversation we will get here.

ToXeye

Sorry, I was going to post on the tech tree minami board. Didn't do it correctly someheow. Meow. How.
Features everywhere!
e_  O:
/|   /|\

exelsiar

Hi, I'm enjoying the mod so far, I've had a couple of hickups the first was fixed by installing the core module, an easy thing to miss >_<

But the other issue hasn't gone away. The omnigel plant texture is broken for me, when zoomed at various zoom levels it just doesn't exist, so i only see soil, and at other zooms i has the icon of a bed...

Devdisigdu

I take it you started playing after making changes in the mod list?

After updating the list of mods loaded, quit your game and start it back up, should fix the issue.


millenium

just a random thought i had about shields. would it be possible to add more construction materials for the generators and then the materials would adjust how strong the shield would be and the power consumption of same?

Jaxxa

Put up a new version.

Quote0.08
-Added ED-VisibleRadius module
--Allows you to keep the radius up for Trade beacons and SunLamps after deselecting them
-Rebalanced (Reduced) various research costs
-Added ED-WallConnect module
--Visual update to allow walls and natural rock to connect with each other
--Also applied to Embrasures (even without this module)
-Added ED-Plants24H module
--Plants will grow 24 Hours a day if they have sufficient lighting
--Effects PlantPotato, PlantStrawberry, PlantCotton, PlantDevilstrand, PlantRose, PlantDaylily
--Also changes OmniGel (even without this module)
-Fixed bug that allowed EMRG to spawn on mechanoids
-Fortress shield is now 2x2 in size
-SIF Shield should now function for any Wall and Door
-Droppod will not activate undercover

Kulverstukass

Quote from: Jaxxa on November 16, 2014, 01:44:28 AM
-Fortress shield is now 2x2 in size
Existing F.Shields should be deconstructed before update ED?
Quote from: Jaxxa on November 16, 2014, 01:44:28 AM
-Droppod will not activate undercover
Wat? /my engrish fails me/

Also, I have some EMRG-miniguns, they just will not spawn on mechs anymore, or you changed something related to being "handheld"?
So, should I delete them before update?


Another also - SIF shield still let some bullets go through, damaging not only embrasure it covers, but even turret behind embrasure. And with door being damagable before shield drops it leads to, well, bad end.
Keep calm and become one with Russia, da?

Reysuke

I get Error all over the place and my farmer wont plant stuff on fields :/ did i do something wrong?
They will plant everything that wasnt changed by your plant24h mod. Everything else they just "Stand" on the field and do nothing until they get hungry or sleepy

Quote from: Kulverstukass on November 16, 2014, 03:26:29 AM
Quote from: Jaxxa on November 16, 2014, 01:44:28 AM
-Droppod will not activate undercover
Wat? /my engrish fails me/

You could start your Deepstrike Pods under Roof Areas and kill your ppl. He fixed it i think