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Poll

What do you think of the skywrath controller?

It is well balanced, keep it as it is!
- 8 (30.8%)
It is too weak and needs to be empowered!
- 10 (38.5%)
It is too powerful... and killed a beloved squirrel! oO' Poor Scratz...
- 4 (15.4%)
... other suggestions?
- 4 (15.4%)

Total Members Voted: 25


Pages: 1 2 [3]

Author Topic: [MOD] (Alpha 10) Mechanoid terraformer (V10.2 03-05-2015)  (Read 26444 times)

nukularpower

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Re: [MOD] (Alpha 10) Mechanoid terraformer [POLL] (V10.2 03-05-2015)
« Reply #30 on: May 30, 2015, 03:10:36 AM »

The Skywrath controller is ridiculously awesome and OP, capable of breaking any siege by itself, even from the Glittertech mega-guys.   So no, don't think it needs a buff;  if anything, wouldn't mind seeing it's power usage go up.

Honestly, this mod is about perfect, but I do have one gripe.  IMO the refire delay should be 0; it takes hours to research just one of the terraformers, so having 3 drop in is kinda depressing.  I havent tried just killing the extras yet, since it's easy to just set the xml so that it doesnt happen more than once ever, but yeah.   Thats all I had, thanks for making this :)
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Rikiki

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Re: [MOD] (Alpha 10) Mechanoid terraformer [POLL] (V10.2 03-05-2015)
« Reply #31 on: May 30, 2015, 09:39:53 AM »

Is the save fix something I could apply into A9? This looks interesting and I'm not quite ready to move on to A10.
Sorry but this mod is only A10 compatible. I am quite sure it cannot work on A9 since the Core API is modified between each alpha.
FYI, A11 testing is in progress so you might just jump from A9 to A11 in a few weeks.

@nukularpower: thanks for the feedback! :)
Just a question though: what do you mean by this? ???
Quote from: nukularpower
IMO the refire delay should be 0
- the event occurs too often?
- time between incoming terraformers should be increased/probability decreased?
- time between skywrath controller's firing is too long?

Canute

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Re: [MOD] (Alpha 10) Mechanoid terraformer [POLL] (V10.2 03-05-2015)
« Reply #32 on: May 30, 2015, 05:35:17 PM »

I think he mean the time between incoming terraformers.
I don't think the time between is to short or to long, but it is possible to check if there allready a terraformer before another land ?
Why should the Mechanoid land another terraformer when there is allready one there ?
I don't mind to have 2 or more terraformers on the map, since any of these means a good source of steel and plasteel.
Ok the lighting is annoying but not realy a danger.
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nukularpower

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Re: [MOD] (Alpha 10) Mechanoid terraformer [POLL] (V10.2 03-05-2015)
« Reply #33 on: May 30, 2015, 07:31:13 PM »

Is the save fix something I could apply into A9? This looks interesting and I'm not quite ready to move on to A10.
Sorry but this mod is only A10 compatible. I am quite sure it cannot work on A9 since the Core API is modified between each alpha.
FYI, A11 testing is in progress so you might just jump from A9 to A11 in a few weeks.

@nukularpower: thanks for the feedback! :)
Just a question though: what do you mean by this? ???
Quote from: nukularpower
IMO the refire delay should be 0
- the event occurs too often?
- time between incoming terraformers should be increased/probability decreased?
- time between skywrath controller's firing is too long?

srry yeah i meant the time between incoming terraformers.  I set it to a billion days myself just to make sure only 1 drops ever, but thats my preference ;)
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Rikiki

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Re: [MOD] (Alpha 10) Mechanoid terraformer [POLL] (V10.2 03-05-2015)
« Reply #34 on: June 02, 2015, 04:24:34 PM »

Thread moved into Rikiki's Miscellaneous thread.

The poll is over and given the answers, the skywrath controlled seems to be balanced. It may require a little bit more power for A11.
Thanks all for your feedback! :)
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