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I assume that "Chill" is basically the Easy difficulty (or easier than Default)... correct?
Quote, "1.4 update: default difficulty only (i e. no option)"
Are there any plans to re-introduce difficulty levels to 1.4 at a later date?
Or are players expected to just adjust game difficulty with the other options/sliders at game start?
together your mod and my settings enable the gameplay i want, so thank you for this.
Basically, by having mine at 1% and 100%, the time-increase to threat is extremely slow (1%) and if I take serious losses at some point, which triggers a mechanism to reduce this "extra threat" number, the effect of that reduction is 100%.
Basically, I set it at EZ mode because I plan to play this colony for, perhaps, hundreds of (ingame) years, and I need to ensure it remains playable long-term.
I also play long tribal runs and it's fine on the long run.
I use Randy all the time. This is not about Randy, this is about Rimwar. Rimwar creates a field on the world map where all movement becomes visible so you can prepare on attack or caravan ambush. But if the difficulity is Strife for survive or higher, the field becomes bigger so you have more time to prepare, but also, it looks like the bigger the field is, the bigger the colony wealth is.
Thats why colony wealth comes to superposision. Because one number is calculated by Randy+Adaptive threads, while the other number is calculated by Randy+Rimwar.
Rimwar tries to add a constant to the colony wealth and after that your mod tries to recalculate the wealth, and then Rimwar adds the constant back and your mod recalculate it again. And this all happens 100times per second.
Please, write down here if/when you fix it.
There is a mod conflict between Adaptive Threats and Rim War. This error has been sent to both parties. If you go to the world map and click on your base, you can see additional information about your colony. Printscreen cannot possibly show my problem, but if both mods are present and difficulty is Strive for survival or higher, the settlement points come into a superposition of at least two numbers simultaneously. As I said, this doesn't happen on the normal or easy difficulty. Also, It doesn't happen if one of my starting colonists die (on any difficulty).
https://imgur.com/ukx0LaE
https://imgur.com/T1uvda0
https://gist.github.com/0f927ae27d8baa6ffab6e4ffdf80ee44
As long as the game tries to keep settlement points in superposition, my fps drops to 0. I hope you can imagine how difficult it is to find a mod conflict for a non-modder if you do not know how to simulate the problem AND with no red error at all.
as far as i know he makes the damage double and a raid every 1-3 Days...
I don't really know how to see if he overrides vanillas threat scale.
I don't wanna be a pain in the ***, but how the hell i see "debug graph in dev mode"? xD
If void overrides vanilla's threat scale it may override this mod.
next raid is like 15 void raiders on my 4 colonists map...
so... how i know this is working on my game?
Cause i was getting over 500 people per raid many times before you dropped this
And If I understand correctly, the more pawns and healthier pawns you have, the bigger chance a storyteller will ruin their day, right? And the more downed pawns I have, the bigger chance a storyteller is gonna roll an easy incident?
Does this work with moded storytellers?
As a user of the Children and Pregnancy mod, I would be grateful and looking forward to that update.
I wouldn't mind the game accounting for wounded or even pacifists as equals to other combat-capable pawns (since I always have the room as player to either not recruit them or avoid casualties), but I'd like to find a healthy middle-ground where it also allows me the fair use of mods like the above.
I'll take the body size as a factor in the next update. But if 10 yo children can fight, it'll help the other way, as vanilla teenagers as well will have a discount on raids. Meanwhile, on chill difficulty it should reduce the threats.