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kinda the reverse of the rich merchant scenario
- Added a check to prevent pod crashes from generating absurd amounts of wood if another mod has given the map's biome a too-high plant density rating.
First, a bit of background. The way "Scenarios" determines how much wood to scatter when a pod drops is pretty simple. It picks a random number around 80, then multiplies that number by the plant density of the map's biome, which in vanilla runs anywhere from 0 to 1. (Some mods might push plant density in certain biomes a bit higher than 1, but not so much that it would really matter.)
But there's a typo in the biome definition for temperate forests in "Fertile Planet." Instead of a plant density of 0.975, the biome is assigned a plant density of 975. ;)
On my end, it'll be easy to have the mod automatically change any density value higher than 1 to 1, before calculating how much wood to drop.
And of course, I pointed out the typo to the other mod's author.
It increased plant density and changed spawning. Likely it is badly implemented considering it claims to be incompatible with any terrain generator or biome mods. Glad to be rid of it from my mod list :)
I am playing with the 'real ruins' mod, the real fog of war mod, and your scenario and it was a wild good time starting a new scenario, running around exploring ruins, trying to bring back uninstall and haul as many valuables and resources as I could before the fires swept over the rainforest turning most of them to ash. I was sweating waiting for the rain to come to buy my pawns more time! They got most of the good stuff. This combination of scenario and mods adds a really fun early game when playing in a forested biome!
Always nice when a combination of mods really comes together and makes an exciting new experience.
I've had good luck testing the "Colonization Crash Course" scenario and it seems pretty spot on with the balance, the frequency and duration of the ship parts falling seems very reasonable.
This is not a complaint however my current favorite biome is a tropical rainforest, and I've noticed that the fires can get really out of hand from all the ship parts drops! I'm glad you included the option to disable the fire chance.
I understand in vanilla that rain will start falling when fires have been active on the map for too long, and it was probably just my impatience however does this mod change that function of the game? I felt like it too longer than normal for the rainfall to kick in from fires started from this mod. Again, probably just my impatience. But maybe there's a delay between rainfall events? I don't know enough about that part of the code to be sure. :)
- If you're using the "Various Space Ship Chunks" mod, the new ship chunks will now be available to drop within this mod's scenarios.
There was a mod that allowed you to skip right past the planet display, so that you'd land in a random location without even having had a chance to see what the world looked like or what factions were on it. You might want to see if you can find it, though I'm afraid I don't recall what it was called, and have no idea if it was ever even updated past b18. ;)
Additionally, if you want a more extreme challenge, you might want to check out the "Crash Landing" mod. It was one of the inspirations for my work in this mod, but it's much more intense. Your starting pawns can even end up seriously injured from the initial landing. :D
Also, sorry to hijack this comment thread, but I noticed you said that you started work on an update to Rumours and Deception. How is progress coming along? I was also wondering whether it would be fully compatible with Psychology?