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-Lower- values = harder? Considering this scale is a higher = harder scaling setting?
What do you mean by "knowing what lines"?
I'm not sure what you are trying to say
As for lines I mean in the tribe menu. as a admin of the server trying to dial the mod in I'm doing so completely blind. I have no idea what I am adjusting or why, it's nice to know which values are weighted, but it's still arbitrary to what threat graphs you use internally.
For the record I am not asking you to make it harder, or easier. i am asking you to give further explanation so admins can dial it in themselves more accurately and to scale better both up AND down. I am a long time competitive player, I -LIKE- hard. But dealing with level 190+ dinos when my max level is 75 on the server is a lot of pain, it more or less makes dinos under the setting of my server (I nerf tames heavily as outside this mod they are generally OP anyways) useless vs this mod. Help me help you, mate.
Having a max wild level of 300 and a max tame level of 100 (200% increase) would reduce the difficulty of the brutal dinos as opposed to having a max wild level of 1500 and max tame level of 1200 (25% increase)
As for the large wild levels of 1000000 trivializing my mod, for that to work, you would need to max the max tame level much lower than that to make the brutal dinos easy, but in turn you're making the wild dinos a massive threat. Simply going out to harvest or tame something would become a massive undertaking. So the mod is difficult either way, pick your poison.
As for the further explainations, what do you want to know? I'm happy to attempt to explain something if someone asks for information on a particular system or mechanic, but I doubt I'll waste anymore time writing more info in threads that get ignored. I've already written 1000s of words attempting to explain the mod but it gets to a point where people don't bother reading what I've written which makes me feel like I'm wasting my time.
The graphs are meant to be obscure, this is to make players work out what each line relates to by experimenting. As an admin, you have access to an addition menu (top right buttons, 3rd from the right iirc the icon looks like a weird bug). The mod needs to be running with ErrorLogLevel=Debug for it to be active, because it's a debug menu used for setting up the mod, checking data, etc.
The menu listed all tribes, the exact values of all their threat, the chance of them being targeted, etc.
As for the lines, I am referring to, as a admin, knowing what those lines means so i know what it is gauging. On my server, the xp values mean nothing I can set them to anything for tuning purposes and the taming speed also doesn't matter as i run a taming mod that uses a totally different system. So I can tailor all of those settings as desired to dial it in. We are a one tribe private server and I'm trying to keep it as random in interval as possible and take everything we are doing into account fairly evenly. i don't want it to attack every single time. but I'm not sure what I need to do, to accomplish that. If I knew what those lines represented values wise and what they pulled their assessments from on the server side, i could do my job easier.
Not sure what you mean by 500 pages, All the info is in 3 threads, separated by category. I really don't have time to add more information. It's not a priority for me at the moment, especially when I get countless private messages from people asking questions that they could have answered themselves if they just bothered to read 10% of the info I have here.
I understand what you are saying about the lines, and I'm telling you, as an admin, you have the ability to know exactly what each line represents by simply clicking on your tribe in the debug menu and correlating the value of each threat category with each line in the graph. Look at your largest value, find your highest line, etc.
I'm not interested in exposing exactly what each category checks, as that will ruin one of my goals for the mod, which is to make people think. However, I'm happy to give a few hints on what each category relates to.
Wealth: Determined by base size, materials used, etc. It also checks for the tribe's ability to expand quickly. Building materials stored, etc (not resources)
Strategic: A very dangerous category. Armour, weapons, base defences, ammo. Not just what is on each character, but even the items you are storing. If it can be easily assembled or equipped moments before a purification, it's a threat. Item Quality matters. Loot hoarders feel this the most. Try to only keep what you're going to use. Don't bother trying to hide it. The mod sees all
Ecological: Stockpiling harvested resources will impact this category the most, but also any structure that is used to construct, craft, conjure, etc is considered an ecological threat.
Husbandry: I would think this is pretty self explanatory; a tribe's dinos adds to husbandry threat, however, it's worth noting, it's smart enough to know an egg laying dino is less threatening than a battle-hardened combat trained dino.
Alliance: 5% of your Alliance's overall threat (minus alliance) will be applied to your tribe. The mod knows that if you have allies, you are more threatening.