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when i spawn turret 1 and fighter 7
(i dont have all the blocks for 7 but i have all the bits for 1)
they spawn, build about a tetris shape of 3 in a row with 1 on top and then they just stop building
I'll make them a bit more frequent in the next patch, but both things were on purpose. I wanted The Salt to be generally rare because they can be difficult to fight in earlier saves, and I've not given the core a tractor because the Borg this faction is based on also lack tractors.
-Cant collector resources from other fraction and other ships anything but only yourself
-The salt fraction rarely spawn
They've already been added in v2. I'm just making sure the mod is as bug free as I can make it before it's ready to release
I'll play with the numbers a bit, but those sound pretty good. I'll probably use some version of those ratios
@The_Inquiry_Please:
That's a good idea too. I'll don't want to limit them too much, but I will definitely make them cost more to use
Ships not building is a known bug, and thanks to help from several others, should be mostly fixed in the next version
@Dustybin:
That's strange, I'm not sure how that could have happened. Perhaps steam didn't download all the files from this mod properly?
@Amazingzmyster:
Cells will be nerfed a bit in the next build, but thats a pretty much unavoidable thing that can be done with any faction that has solars
A Few recommendations, though... it seems like using the drones is a bit over-powered, I have a full ship of cells, and sniper droners, and it takes No Energy to use them! I think having to use the generators as a power source for the drones would balance this out. :D
Also, Whenever My allies, or I, produce a ship into my fleet, sometimes they will not build? Rarely will a Geode attacker will actually assemble, but otherwise most of the ships won't actually build, and will only assemble to maybe 6%? This may be a bug, I haven't seen this with other mods, so I just wanted to give a heads up man.
Great mod again! I'm a big fan of things like drones!
As far as I know, fact4 only generates 0.4/s or something like that at max per. block, and the Farmers require asteroids or compartmentalized ships to plant in. It is definitely a great strat with both factions though. (i remember my first playthrough with the farmers, making stations that are just factory blocks and boxes with seed guns inside is so much fun ^^)
@Xefs;
well if the Core generates 50E/s (it seems to), if you have it so each 2-block Cell costs 15E/s to run then you could get 1.5R/s + what the Core seems to generate just off of 3 Cells. of course that only leaves fighters with 5E/s to recharge lasers with, meaning you'd create distinct farmer/fighter type ships.
of course you might want cells to be more or less efficient than that, it's up to you. just giving some numbers that I think work :D
I'll definitely look at Roots more later and see if I can get them to work, thanks.
Thats a great idea, I'll be sure to add that next update
The Salt Roots generally build really fast when they actually work, so it's likely they're just failing to grow
@Galenmacil:
I'm pretty sure I oriented the buildings correctly, but I'll double check just to be sure. I've also been slowly recoding the whole mod from scratch, so hopefully that'll fix a ton of bugs
@Mirefrost00:
Thats a good idea too. I probably should have added some dedicated storage blocks a while ago
The small lasers seem to be too short ranged for the AI to use them properly, so I'll be buffing them a bit next patch
Also, the AI is sometimes a bit wonky with these. i've designed a small "gunship" type with a couple small lasers, and they tend to loiter far from the fight, with their sterns pointed at enemies. My standard "workhorse" ships engage readily enough, spamming lazors and Rusher drones capably.
Maybe boost how much energy the Core produces, and make Cells cost E to run? Not too much or they'd be prohibitively expensive, but they definitely shouldn't be free. ^^
Also, do the projectiles the Salt Rooters fire take much time to grow? I shoot them, they stick to the asteroid/rock/whatever, and nothing seems to happen.
Very solid mod regardless of Cell abuse, though. nice work. :)
I've noticed that too. I'm pretty sure I coded them pretty much the same way plants are, but I could have goofed. I'll have to look into why thats happening.
@Init:
I'll probably nerf them a little, but considering that salt ships can't gather R without the giant collector, I wanted to make the cells pretty crazy.
@ScarletFlames: I've not encountered that bug before. Can you provide any more information about the circumstances that it happens during?
I might make a Flies mod later, or someone else might too, but until then all you need to do is
1) open the "cvars" file located at "C:\Users\<You>\Saved Games\Reassembly\data"
2) find "# kPlayableFactions"
3) remove the "# " and add 7 to the list
Also maybe change "kFactionUnlockThreshold" to something lower
@Galenmacil:
That's interesting, do you still have the file for the ship? If so, I'd like to look at it to maybe figure out what happened.
One other thing, I've tried producing the default ship as a child, and it stops growing after the first large block. Will test with completely original designs. The smaller default design does spawn just fine.
Unfortunately, the Rooter hasn't ever seemed to work properly, and even when functional it isn't consistent. If you could send me a log, I could read it over and see if it sheds some light on the issue.
@Hissing Walnuts:
I'll increase their range a tiny bit next patch -- might help.
This faction is all about drones and staying close to allies; it's usually best to stay close to one's own territory when playing as the salt.
I've never encountered the fleets just floating around yet. Send the log if you can, and I'll look into whats causing it.
@Mirefrost00:
I wanted to keep as true to the original Borg as I could without restricting too much gameplay, so yes. I've added a large collection module for use in larger ships, but otherwise the faction mainly produces R using it's solar cells.