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Messages - Psyckosama

#61
Outdated / Re: [MOD] (Alpha 6) Synthmeat
September 02, 2014, 12:59:36 AM
Updated
#62
Outdated / Re: [MOD] (Alpha 5) Atomic Power
September 02, 2014, 12:59:21 AM
Updated
#63
Outdated / Re: [Mod] (Alpha 6) Machine Gun Nests
September 01, 2014, 05:41:19 PM
Works in Alpha 6
#64
Outdated / Re: [MOD] (Alpha 5) Synthmeat
September 01, 2014, 03:42:37 PM
I apologize for falling off the map. And AY, thank you. You will be credited in the official release. I'll have one up tonight.
#65
General Discussion / Re: Your Ideal Start
August 11, 2014, 05:38:57 PM
People have already mentioned the colonist setup... for me add on a steam vent located right up next to a massive cliff face with room to dig into.

I like to build deep into mountains. Normally I'd like to have an entrance passage at least 10 squires long, well into the deep rock.

Helps make mortar attacks during sieges more annoying than dangerous.
#66
Outdated / Re: [MOD] (Alpha 5) Synthmeat
August 09, 2014, 02:15:59 AM
Quote from: thefinn on August 08, 2014, 06:23:27 AM
None of my guys ever seem to go and make synth-meat.

It would be good if the bill for making good meals would have the chef go make the synth-meat first - if it's not in storage already.

Is it a crafting activity ? or something else ?

It's a cooking activity but requires a reasonably high medical skill to perform.
#67
General Discussion / Re: Seeking Alpha 6 testers
August 08, 2014, 01:08:56 AM
Quote from: Tynan on August 07, 2014, 08:26:06 PM
OK! I added everyone whose email checked out. If you posted before this and you're not added, please check the email you provided against your SendOwl email where you receive the game and re-post.

Thanks all.

Uh, my Sendowl is at the same email as this but I didn't get the link... I don't know what's going on.

[email protected]
#68
General Discussion / Re: Question about A.I core
August 07, 2014, 08:03:42 PM
How about a Command and Control AI for the colony that will reduce energy use by 20% and give turrets a massive accuracy boost?
#69
General Discussion / Re: Seeking Alpha 6 testers
August 07, 2014, 07:38:34 PM
Interested! :D

I do believe its my forum address.
#70
Outdated / Re: [MOD] (Alpha 5) Synthmeat
August 07, 2014, 07:36:40 PM
fixed
#71
Outdated / Re: [Mod] (Alpha 5) Machine Gun Nests
August 06, 2014, 01:32:40 AM
Quote from: xyereth on August 05, 2014, 12:04:59 AM
This is probably my favorite mod so far out of all of the ones on this forum :3 Its nicely balanced, simple and easy to use, and amazingly effective. It was also the first mod I ever got working. If I had a complaint, it would be that the textures look too much like the mortars. But still, amazing mod!~

Oh, you're makin' me blush!  ;D
#72
Outdated / Re: [Mod] (Alpha 5) Machine Gun Nests
July 31, 2014, 03:33:17 AM
Quote from: Jerethi50 on July 28, 2014, 01:23:10 PM
Would Like to add this to the next version of the All In One Mod, if thats ok :)

Go ahead.
#73
Outdated / Re: [Mod] (Alpha 5) Machine Gun Nests
July 26, 2014, 12:51:09 PM
Quote from: axenn on July 26, 2014, 08:46:22 AM
Work well but i would to know more about stats...

accuracy etc .. what's the difference with somebody with a minigun and a minigun nest  ?

Nothing major, but there is the advantage that the MG nest has about 3 1/2 times the HP as a human pawn.

QuoteInferno canon is effective, that don't make the game too easy. Just think to fertilize area if possible :P

It's not too effective. After all, the good news is you kill everyone else... the bad news is you're looking at a Disco Inferno...
#74
I'd like to throw this in... you might want to consider my Machine Gun nests mod.
#75
Outdated / Re: [Mod] (Alpha 5) Machine Gun Nests
July 14, 2014, 10:47:06 PM
Inferno Cannons like all other weapons that cause fire are very very much a mixed bag...