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Re: [MOD 0.11.3] Hardcorio 0.0.5 NOW WITH EXPANDING AMMO!

Posted: Sun Nov 16, 2014 6:18 am
by n9103
Seems pretty interesting, and quite a different set of changes from other mods.
Looking forward to seeing this more fleshed out and better documented.
Still a bit rough around the edges for my tastes, but looks like some good potential :)

Re: [MOD 0.11.3] Hardcorio 0.0.6 NOW WITH EXPANDING AMMO!

Posted: Sun Nov 16, 2014 11:50 am
by cpy
I will help you balance things when i start playing with this mod :D
This is one of the best mods i've seen. Your dedication is huge. (hopefully)

Re: [MOD 0.11.3] Hardcorio 0.0.6 NOW WITH EXPANDING AMMO!

Posted: Sun Nov 16, 2014 5:40 pm
by Stx3
cpy wrote:I will help you balance things when i start playing with this mod :D
This is one of the best mods i've seen. Your dedication is huge. (hopefully)
thx! this is good news! I need ideas on balancing this mod :!:

Re: [MOD 0.11.3] Hardcorio 0.0.6 NOW WITH EXPANDING AMMO!

Posted: Mon Nov 17, 2014 6:30 am
by cpy
Do you recommend some other mods to go with this mod?
I know you said dytech warfare does not work well with this mod. But what about other mods?

I was thinking - tree farm, bobs mods + dytech without warfare for starters.

Re: [MOD 0.11.3] Hardcorio 0.0.6 NOW WITH EXPANDING AMMO!

Posted: Mon Nov 17, 2014 7:14 am
by Stx3
cpy wrote:Do you recommend some other mods to go with this mod?
I know you said dytech warfare does not work well with this mod. But what about other mods?

I was thinking - tree farm, bobs mods + dytech without warfare for starters.
no, dy-tech warfare good work with this mod, but dytech warfare imbalanced piece of shit :lol:
i play on my steams in multiplayer simply with hardcorio because hardcorio change gameplay from sandbox to strategy :lol:
tree farm imba because give unlimit fuel, dytech for soooo long play, do not have time to build a defense and kill the enemy base.
if you dont attack enemy - enemy f*ck you.

Re: [MOD 0.11.3] Hardcorio 0.0.6 NOW WITH EXPANDING AMMO!

Posted: Tue Nov 18, 2014 5:00 pm
by cpy
Light SMG is more expensive version of submachine gun that cost more have same dmg, same fire rate and lower range? Why would i want to craft that?

Re: [MOD 0.11.3] Hardcorio 0.0.6 NOW WITH EXPANDING AMMO!

Posted: Wed Nov 19, 2014 7:25 am
by Stx3
LMSG this is a low range SMG version but LSMG have a small penalty on movement speed, you can run and shoot.

Re: [MOD 0.11.3] Hardcorio 0.0.6 NOW WITH EXPANDING AMMO!

Posted: Wed Nov 19, 2014 7:41 am
by cpy
So that's what it's for. Maybe you can add some tooltip info for that?

I hope your work on 0.1.0 goes well, so we can test it out soon :D

Re: [MOD 0.11.3] Hardcorio 0.0.6 NOW WITH EXPANDING AMMO!

Posted: Thu Nov 20, 2014 8:18 pm
by Zuzak
Watches trailer.
Starcraft in factorio.
Hell. Its about time.

Re: [MOD 0.11.3] Hardcorio 0.0.6 NOW WITH EXPANDING AMMO!

Posted: Fri Nov 21, 2014 11:40 pm
by psychobarge
hey Stx3,
First i'm a fan of your mod ! keep expanding it its awesome...
I'm currently making a mod (my first one) and i have a little problem with turrets... since your mod changes many things on turrets i was thinking, could you maybe help me understand some tricky things ?

Re: [MOD 0.11.3] Hardcorio 0.0.6 NOW WITH EXPANDING AMMO!

Posted: Sat Nov 22, 2014 3:09 pm
by Stx3
yes i can help you, my skype: icq1608998

Re: [MOD 0.11.3] Hardcorio 0.0.6 NOW WITH EXPANDING AMMO!

Posted: Sat Nov 22, 2014 4:58 pm
by Icehockeyplyr1
Hi I have been playing this mod for maybe a week now. I am one who loves the pressure situations that can be added by a mod like this however upon starting a new today I maxed out the base settings and whenever I set the "enemy bases>size>very big. They literally cover the entire map, you get 0 Starting area. Not sure if this is a bug due to other mods, since I use "A lot"of mods if you need a list or any other info please let me know. For now I will just use Size >big. With very big I Was hoping to base the size of a small country, but for now a small state will do.

Re: [MOD 0.11.3] Hardcorio 0.0.6 NOW WITH EXPANDING AMMO!

Posted: Sat Nov 22, 2014 6:45 pm
by Airat9000
:shock: :shock: :shock: :shock: :o

more aliens!
+ not name in killed aliens
Image

Re: [MOD 0.11.3] Hardcorio 0.0.6 NOW WITH EXPANDING AMMO!

Posted: Sun Nov 23, 2014 3:04 pm
by Stx3
Icehockeyplyr1 wrote:Hi I have been playing this mod for maybe a week now. I am one who loves the pressure situations that can be added by a mod like this however upon starting a new today I maxed out the base settings and whenever I set the "enemy bases>size>very big. They literally cover the entire map, you get 0 Starting area. Not sure if this is a bug due to other mods, since I use "A lot"of mods if you need a list or any other info please let me know. For now I will just use Size >big. With very big I Was hoping to base the size of a small country, but for now a small state will do.
oh, dont touch frequency enemy base, this parametr ignore you starting location if very high or high, use only size of enemy base.
thx for you report, i fix this in new version!

2Airat9000
DPWRL - DONT PLAY WITH RUSSIAN LOCALISATION!
Image

Re: [MOD 0.11.3] Hardcorio 0.0.6 NOW WITH EXPANDING AMMO!

Posted: Sun Nov 23, 2014 3:34 pm
by Naxdar
Hi, I played this mod for a while and I found what I think is a bug.
In the file \hardcorio\edit\map-settings.lua, there is a line :
data.raw["autoplace-control"]["enemy-base"].enemy_evolution = { enabled=true, time_factor = 0.00008, destroy_factor = 0.00000001, pollution_factor = 0.00001 }
These values are ineffective in game when tested with a print command (game.player.print(game.mapsettings.enemy_evolution.time_factor) for example).

I corrected this on my side by replacing the line with :
data.raw["map-settings"]["map-settings"].enemy_evolution = { enabled=true, time_factor = 0.00008, destroy_factor = 0.00000001, pollution_factor = 0.00001 }

Re: [MOD 0.11.3] Hardcorio 0.0.6 NOW WITH EXPANDING AMMO!

Posted: Sun Nov 23, 2014 3:46 pm
by Stx3
Naxdar wrote:Hi, I played this mod for a while and I found what I think is a bug.
In the file \hardcorio\edit\map-settings.lua, there is a line :
data.raw["autoplace-control"]["enemy-base"].enemy_evolution = { enabled=true, time_factor = 0.00008, destroy_factor = 0.00000001, pollution_factor = 0.00001 }
These values are ineffective in game when tested with a print command (game.player.print(game.mapsettings.enemy_evolution.time_factor) for example).

I corrected this on my side by replacing the line with :
data.raw["map-settings"]["map-settings"].enemy_evolution = { enabled=true, time_factor = 0.00008, destroy_factor = 0.00000001, pollution_factor = 0.00001 }
OMFG! BIG THX! I think for some reason does not work? I'm so stupid :lol:
i feel hot fix 0.0.7 :lol:

Re: [MOD 0.11.3] Hardcorio 0.0.6 NOW WITH EXPANDING AMMO!

Posted: Sun Nov 23, 2014 3:49 pm
by Naxdar
I tested a but with these new values and your intended time_factor is a bit crazy high (100 times the original values). You may want to tone that down a bit.
I idled something like 10 minutes on a new map and my evolution factor was already at 0.1 .

Re: [MOD 0.11.3] Hardcorio 0.0.6 NOW WITH EXPANDING AMMO!

Posted: Sun Nov 23, 2014 3:53 pm
by Stx3
Naxdar wrote:I tested a but with these new values and your intended time_factor is a bit crazy high (100 times the original values). You may want to tone that down a bit.
I idled something like 10 minutes on a new map and my evolution factor was already at 0.1 .
this values is incorected, i make hot fix update (lasers, evolution factor and some little bugs) tomorrow.

Re: [MOD 0.11.3] Hardcorio 0.0.6 NOW WITH EXPANDING AMMO!

Posted: Sun Nov 23, 2014 6:09 pm
by Naxdar
I can't respond to private messages yet, I'll answer you here :
I found a bug simply by stumbling upon it, but besides that I have no experience in modding Factorio. I can't really help you with your evolution factor display.

Re: [MOD 0.11.3] Hardcorio 0.0.7 NOW WITH DOUBLE CAFFEINE!

Posted: Sun Nov 23, 2014 8:19 pm
by Stx3
New version of Hardcorio experemental 0.0.7
See Changelog.
new version need regenerate map :roll: