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would it be possible to setup the ini config so this becomes more or less a tribe building area restricter that doesnt have encounter spawns?(i realize this isnt your original vision for the mod but was the first thing that poped into my head while reading about the mod.)
wouldnt simply claiming land on top of a naturally occurring stone pillar of some sort more or less completely break any possible encounters? (you base is out of reach so you just kill w.e spawns down below you ez pezy)
will you be making any videos on the configurations and content? (tutorials/mod showcase)
apologies if any of all of these were answered some where but i hadnt noticed it from what i looked threw.
After the initial feedback, I will be rewriting my building system to allow the abilty to toggle the restrictions on or off.
My mod is actually quite clever in determining where your base is located, if you build up on top of a natural plateau, the mod will spawn flyers instead of land based dinos. The same will occur if you try to surround yourself with water. The only thing I haven't been able to counter is if people build in caves, the amount of probing I would need to do to successfully determine a cave base would be quite intense.
I can do some videos on configuration and features in the future, but for now I'm just trying to get feedback on things that people are confused about.
Thank you for actually taking the time to read about the mod before asking questions, and I appreciate that you posted in a logical location. I wish more people took your approach.
your mod is actually quite clever.it indeed seems to spawn the correct dinos to counter a plateau base location.
why does keeping the difficulty offset lower significantly boost difficulty? its just the opposite normally, at least until you own some of the top tier dinos to slaughter everything with
it would be nice to have a way to set a brutal dino max level cap. i didnt notice a setting for that. while my local is set to i believe difficulty 4 i got level 19xx spawns.
i noticed you can spam place claim patch though you can only build in 1 ( at least with defualt settings) not sure if this is a bug or intended but just thought i would mention it.
all that said really nice mod from what i seen you could walk away now and i bet people could still use and enjoy this until an ark update broke something.
im sure most are just to excited about the mod to put that much thought into where they post and its just 1 question right (even if its been answered a few dozen times before pages back cause the comments keep getting bumped *facepalm*)
I realise it's counterintuitive to have the mod increase in difficulty as the OverrideOfficialDifficulty gets easier, however, I wanted to encourage people to play with higher level wild dinos. And from what I learned with Call Of The Wild is most people will always take the path with least resistance and complain about the mod being too easy. I really have a "Brutal" aspect in mind for the mod. This is part of the reason I don't have a max cap on Brutal Dinos at the moment. In CotW I attempted to go with many dinos attacking at lower health, however, performance quickly becomes an issue with this method, so for TCsBA I'm aiming for less dinos but higher health and more impactful dinos.
You should only be able to place multiple Claim Areas in SP & Non-Dedi. Dedicated Servers should only allow you to have 1 Claim Block and 1 Claim Patch.
I have a lot planned for the mod, many more features will be coming throughout the course of 2019 on top of bugfixes and balancing changes. This is a mod I have wanted in Ark for a very long time. I spent months just planning the initial launch features. I guess what I'm trying to say is I'm not going to stop here, lots more to come yet.
there is not a range stated in the perkactivationtimermultiplier. is .0416666666666667 (1 hour) a valid entry for this setting?
what is maximum tribe level?
how are untamable dinos handled? (is it just the enrage feature that makes them untamable, or can they not be tranqed/feed in the first place)
sorry for all the questions, i realize some if not all could be figured out threw testing on a server but i just want to understand as much of the mod as i can before adding it to the server.
1 Hour is fine for activation timers, although quite OP. I used it for testing purposes.
Max Tribe Level is 50 currently with plans to increase as I introduce more perks.
Untameable dinos that use a standand knockout and feed mechanic will still take torpor damage but will have their inventory access removed. The Loyalty System is just in place to remove the ability to keep illegal tames that use another method of taming which I cannot enforce (i.e Pegos, Wyverns, etc)
going to toss it on finally and try it out so with any luck my onslaught of questions will be at its end now :D
going to try with every 4 hours for the activation instead of hour since its OP. as i understand it better likly end up nerfing it as needed.
Next is PurificationFrequency and this is purely up to you and how often you want to be attacked. The only thing to keep in mind is that time still counts down even if no one is on the server. If it tries to select a target and you aren't online, it will queue you for Purification when you log in next.
Our servers run max wild dino level at 300. I would like to set max tameable level at 200 so I assume I would set "DesiredLevelRange=" to 150-200 if I want anything above 200 to be reset to a value of 150 - 200 if I am understanding that function correctly?
We have the Rare Sightings mod set to spawn in 500 - 1000 level dinos and non-tameable, as a way to add a bit of a challenge (especially if they spawn in as Alpha's) and also something to hunt for loot.
Am I right in thinking your mod would probably reset the rare sightings dinos? Is this something I could fix with load order or are the two mods simply incompatible?