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Re: [MOD 0.11.10] Cartmen's Complete Overhaul [ALPHA v0.0.26
Posted: Sat Jan 17, 2015 4:41 pm
by aklesey1
Приятно то что Картмен понимает по русски

Re: [MOD 0.11.10] Cartmen's Complete Overhaul [ALPHA v0.0.26
Posted: Sat Jan 17, 2015 5:24 pm
by cartmen180
aklesey1 wrote:Приятно то что Картмен понимает по русски

Спасибо, мой друг переводит его для меня, хотя!

Re: [MOD 0.11.10] Cartmen's Complete Overhaul [ALPHA v0.0.26
Posted: Mon Jan 19, 2015 3:22 pm
by cpy
This mod is much better than i expected!
Re: [MOD 0.11.10] Cartmen's Complete Overhaul [ALPHA v0.0.26
Posted: Mon Jan 19, 2015 4:34 pm
by cartmen180
cpy wrote:This mod is much better than i expected!
Well thank you

Re: [MOD 0.11.10] Cartmen's Complete Overhaul [ALPHA v0.0.26
Posted: Mon Jan 19, 2015 8:12 pm
by cartmen180
A test version for the 0.1.0 release is available for
download. Please report any bugs and missing strings.
This version has only a very early game implemented. It shouldn't take more than half an hour to finish the tech tree. (only 3 techs)
Also the first part of the manual has been included in the download. To read it open the .zip and go to the read_me folder. Feedback is appreciated.
Re: [MOD 0.11.13] Cartmen's Complete Overhaul [ALPHA v0.1.0]
Posted: Tue Jan 20, 2015 5:31 pm
by cpy
Limestone says unknown entity in 0.1.0
Re: [MOD 0.11.13] Cartmen's Complete Overhaul [ALPHA v0.1.0]
Posted: Tue Jan 20, 2015 5:58 pm
by cartmen180
cpy wrote:Limestone says unknown entity in 0.1.0
As were all the other ores i added. It is fixed in 0.1.1
For 0.1.1 i have also added two difficulty options, the first option will increase the time it takes to research a technology. The second option increases the cost of every technology. The second option is very useful for a multiplayer game, where you then have to make a bigger factory to progress at the same pace as you are playing alone.
Re: [MOD 0.11.13] Cartmen's Complete Overhaul [ALPHA v0.1.0]
Posted: Fri Jan 23, 2015 10:08 am
by aklesey1
Cartmen please tell me you have decided to use the event system when the appropriate technology is opened during the time?
When i started the game i had seen 3 technologis and bow in this list
This is very radical approaching to gameplay, that's amazing that's intersting but very radical like in dytech eraly

I also instelled treefarm 1.2.7 and alienplant 0.1.0 to 0.11.13
I think my journey will be interserting

Re: [MOD 0.11.13] Cartmen's Complete Overhaul [ALPHA v0.1.0]
Posted: Fri Jan 23, 2015 11:24 am
by aklesey1
So when i've looking around in the map editor, I was convinced that we have a tiny part of a big mod

Re: [MOD 0.11.13] Cartmen's Complete Overhaul [ALPHA v0.1.0]
Posted: Fri Jan 23, 2015 11:34 am
by MagicLegend
So, i was bored on school and i made the dutch translation for this mod. If you want you can use it. It's (ofcourse) not 100% perfect and accurate, but it does the job. Just remove the .zip and it works.
~ML
Re: [MOD 0.11.13] Cartmen's Complete Overhaul [ALPHA v0.1.0]
Posted: Fri Jan 23, 2015 4:41 pm
by cartmen180
MagicLegend wrote:So, i was bored on school and i made the dutch translation for this mod. If you want you can use it. It's (ofcourse) not 100% perfect and accurate, but it does the job. Just remove the .zip and it works.
~ML
the .zip is damaged, i can't open it
Re: [MOD 0.11.13] Cartmen's Complete Overhaul [ALPHA v0.1.0]
Posted: Fri Jan 23, 2015 7:02 pm
by LordFedora
It's not a zip, he'd just getting around the hosting requirment by calling it one, rename to remove .zip and it will work
Re: [MOD 0.11.13] Cartmen's Complete Overhaul [ALPHA v0.1.0]
Posted: Fri Jan 23, 2015 7:07 pm
by cartmen180
LordFedora wrote:It's not a zip, he'd just getting around the hosting requirment by calling it one, rename to remove .zip and it will work
must. learn. how. to. read...

Re: [MOD 0.11.13] Cartmen's Complete Overhaul [ALPHA v0.1.1]
Posted: Fri Jan 23, 2015 7:12 pm
by LordFedora
It's ok I just got done about 4 hours ago with a three hour lab that half way through I noticed that I was supposed to use an input voltage of 6 not 1 >_>
Re: [MOD 0.11.13] Cartmen's Complete Overhaul [ALPHA v0.1.1]
Posted: Fri Jan 23, 2015 7:28 pm
by cartmen180
State of the mod - 23th of January
Another week gone by in a pinch, where does the time go? I've been working some more on the mod and have the 0.1.1 release ready. In 0.1.1 I have added a generator that can be fueled with coal, raw wood, wood, and charcoal. I have added mo's mod api to the mod to make this work and copied his basic-coalgen to use as a placeholder until I figure out how to make my own script. It works ingame but I haven't had time to test for balance. So please, if you use the 0.1.1 release use the coal generator and report back how much fuel it uses. As it is now I feel it is a bit overpowered.
Another thing I've been working on is the configuration file. For now it has some basic settings that do not work as intended yet, so don't play around with it (it is just in the mod for my own testing purposes). But in a future release you can select in what age you want to start, so if you find the stone age too boring you can just skip that and start in the bronze, steel or any other age. There is also a setting which is nice for multiplayer; it allows you to increase the cost of technology so you can scale it with the amount of players on the server. While working on this I got a little sidetracked and made a config mod for the base game. You can find it
here.
Something else that I've been working on is resources. I feel iron and copper ores are just too easy, so they will be divided up into three categories: low grade, medium grade and high grade. Low grade spawns in relatively large quantities but requires a lot more of refinement to turn into a plate than the other two. Medium grade is more rare, but still easy to find. It requires some refinement to make full use of. The high grade ores spawn in small fields and are hard to find, but can be used immediately for processing without refinement. The new ore spawn will be a config option, so if you don't like it you can switch back to the base's game ore spawn. This system is not ready yet, but perhaps will make it into the 0.1.2 release.
In terms of exciting new things to do ingame this is not a big update, but under the hood there has been quite some work going on for the 0.1.2 release. I am just releasing this version to get some feedback on the burner generator.
As always enjoy, and feedback is appreciated

Re: [MOD 0.11.13] Cartmen's Complete Overhaul [ALPHA v0.1.1]
Posted: Fri Jan 23, 2015 8:52 pm
by aklesey1
And how to open new ages in 0.1.1 version? Now in 0.1.1 the technology tree is very tiny

Re: [MOD 0.11.13] Cartmen's Complete Overhaul [ALPHA v0.1.1]
Posted: Fri Jan 23, 2015 8:54 pm
by cartmen180
aklesey1 wrote:And how to open new ages in 0.1.1 version? Now in 0.1.1 the technology tree is very tiny

the next age will come in 0.1.2
Re: [MOD 0.11.13] Cartmen's Complete Overhaul [ALPHA v0.1.0]
Posted: Sun Jan 25, 2015 8:51 pm
by cartmen180
aklesey1 wrote:Cartmen please tell me you have decided to use the event system when the appropriate technology is opened during the time?
When i started the game i had seen 3 technologis and bow in this list
This is very radical approaching to gameplay, that's amazing that's intersting but very radical like in dytech eraly

I also instelled treefarm 1.2.7 and alienplant 0.1.0 to 0.11.13
I think my journey will be interserting

I overlooked this post, sorry. As for now there is
no event system. I have an idea how I could use it for this mod, but I have to see how it works.
Re: [MOD 0.11.13] Cartmen's Complete Overhaul [ALPHA v0.1.0]
Posted: Mon Jan 26, 2015 1:42 am
by Airat9000
cartmen180 wrote:aklesey1 wrote:Cartmen please tell me you have decided to use the event system when the appropriate technology is opened during the time?
When i started the game i had seen 3 technologis and bow in this list
This is very radical approaching to gameplay, that's amazing that's intersting but very radical like in dytech eraly

I also instelled treefarm 1.2.7 and alienplant 0.1.0 to 0.11.13
I think my journey will be interserting

I overlooked this post, sorry. As for now there is
no event system. I have an idea how I could use it for this mod, but I have to see how it works.
you mod comfortable in other mod future?
Re: [MOD 0.11.13] Cartmen's Complete Overhaul [ALPHA v0.1.0]
Posted: Mon Jan 26, 2015 5:19 pm
by cartmen180
Airat9000 wrote:
you mod comfortable in other mod future?
What do you mean with comfortable? You can reply in russian if you want.