The Heavy AMR can't seem to hit anything. Even with a 100% chance to hit the bullet just passes over the target and does nothing.
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#1
Releases / Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
December 02, 2017, 03:16:25 PM #2
Releases / Re: [A17] Rimsenal v1.07: Unfinished Business Edition
September 24, 2017, 04:11:49 PMQuote from: Canute on September 24, 2017, 02:59:19 AMEither that or cryogenics. Or has no one noticed that characters typically have both a biological and chronological age?
An explanation could be, the federation use a mindtransfer/backup system. And the age just reflect the biological age of the body not the awareness of the mind.
#3
Outdated / Re: [A17] Mines - balanced mining
July 10, 2017, 06:37:16 PM
What about ores from other mods? Will it need a patch?
#4
Outdated / Re: [A17] TiberiumRim v1.3 - It evolves!
June 25, 2017, 01:30:45 PM
Woah, 1.3 is finally here.
#5
Outdated / Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
April 03, 2017, 06:56:52 PM
Thiisoul, the Tiberium destroying walls is a feature. You need to use Sonic Inhibitors to stop the spread.
#6
Outdated / Re: [A16][Fences and Embrasures Bug Fix] I've Got You In My Sights (0.0.2)
February 27, 2017, 03:23:04 PM
Seems to work for me.
#7
Releases / Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
February 26, 2017, 10:19:38 PMQuote from: EasyCo on February 26, 2017, 06:30:10 PM
My colony is full of cultists, and recently I managed to recruit an Agency member I'd taken prisoner. The only problem is that now every time she sees anything cult related, I get that warning message showing that the cult was discovered, and I also get an error message saying that the game tried to get the relation between my faction and my faction. Apparently the person I recruited is still registered to trigger that message whenever she sees something cult related, despite no longer being part of the Agency. And just to be clear, her cult-mindedness is not below the threshold or anything like that.
I've found that after they've been inducted into the cult, exiting the game and back fixes it.
#8
Outdated / Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
February 25, 2017, 12:49:05 PMQuote from: Telefonmast on February 25, 2017, 05:53:11 AM
Tiberium, lore wise, stays away from cold areas, we just made it not spread on tiles covered with snow. And since I'm unsure of creating own lore by making a new type of tib that would resist cold i dont think there will ever be snow resistant tiberium
Now all we need is a snow machine.
#9
Releases / Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
February 23, 2017, 01:18:57 AM
The NaNC temperature also instantly dessicated my food stores, so yeah. Hope to see this fixed soon.
#10
Releases / Re: [A16] Misc. Robots++
February 22, 2017, 09:59:38 PMQuote from: AngleWyrm on February 22, 2017, 12:29:57 PM
Suggestion
Make it so that robots can be assigned to an area, like colonists or animals. Either one would do.
From the first post:
"you can area restrict the bots. Just not in the area menu, but in the robot info field. Click on the active area and select the restricted area he should use instead. I know, It's not perfect as you have to set every robot by itself, but at least it is doable this way "
#11
Releases / Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
January 10, 2017, 01:11:31 AMQuote from: A NaCl N Battery on January 10, 2017, 12:49:07 AM
Is there any advice on how to deal with the star vampires? My turrets and colonists lock on when they are invisible and fire, but it doesn't take any damage.
So far whenever it shows up, I resort to just going into debug and destroying the thing. Since it can kill a power armored colonist before they can even move away from it. I want to have a chance at fighting it, without it resulting in me automatically losing a colonist.
I don't mind if they die in fights, but it just feels like the vampire is an instant colonist loss whenever it shows up, not like there is a chance to win against it. Unless i'm missing some tactic.
I've found that it becomes visible if you're within two tiles of it, meaning if you're behind a wall and door, you can decloak it from the other side of the door it's attacking and then get ready to kill it. If a pawn is way out in the open though, not much you can do.
#12
Outdated / Re: [A16] TiberiumRim - It Comes From Space v1.1
January 10, 2017, 01:07:15 AM
That's amazing.
#13
Releases / Re: [A16] Dubs Bad Hygiene | Rimkit | Skylights
January 08, 2017, 06:43:45 PM
What happens for bladder and hygiene for colonists that can't move? (missing a leg or stuff)
#14
Releases / Re: [A12-16][MODLIST] Fluffy's Mods
January 05, 2017, 02:16:02 AM
Does the Fluffy Breakdowns work with mods that add/modify work jobs? I have one that separates repair and construction, and Hospitality that adds negotiate. As it is now, I rarely see them do maintenance, but they mostly never bother until they break down. Even if they're set to only repair/construct, they just wander around.
#15
Outdated / Re: [A16] TiberiumRim - It Comes From Space v1.1
January 04, 2017, 02:25:09 PM
Liquid Tiberium refineries and Liquid Tiberium Power Plants?