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Messages - 25wes25

#31
Allen, what I more so meant was that if the raiders are affected by ammo, I would prefer that they only switch to Melee and charge if they're either unable to scavenge ammo and it's pretty obvious from their perspective that they could win.

For example the last 10 raiders exhaust the majority of their ammo and decide to charge in with Melee because all the colonies turrets in sight were destroyed and there were only a handful of colonists left alive. I.e. The Pirates charge if they think they can win otherwise if it's a lengthy and deadly gunfight then they eventually just bail.
#32
Various types of ammunition like you just described would be awesome, just curious if there would be any way for raiders to essentially 'give up' and run once they ran through all their ammo. Or rather switch to melee/loot if possible to keep up the offensive. I wouldn't want raiders to fire a handful of rounds each and then bail, but at the same time I don't want them to fire everything they have and then suicide charge my newly brought up minigun every single time.
#33
Those are all good points. I'm sure the base game will include in depth trading like this as time goes on, but until then it'd be really nice to get a vanilla friendly trade mod. Most of the mods out there that touch trading aren't the most vanilla styled art wise. I myself am not sure how deep you could delve into trade though, so I have no idea why not a lot of modders have touched it.
#34
General Discussion / Re: Roofs in A13
April 22, 2016, 12:38:04 PM
Quote from: BlackSmokeDMax on April 22, 2016, 10:53:48 AM
Quote from: 25wes25 on April 22, 2016, 02:21:05 AM
Yeah, it's still a distance of 6. I just checked it out with a 15x15 square, the center square caused the roof to collapse.
1. By 15 x 15 do mean a 13 x 13 room with a wall included all the way around to make it 15x15.
2. Did you just construct a room with walls in the open, or did you mine this out?
3. How did you remove the center tile without someone getting hurt?
Yeah, 15x15 including walls, 13x13 excluding. The exact process posted by Dexter ^
#35
General Discussion / Re: Roofs in A13
April 22, 2016, 02:21:05 AM
Yeah, it's still a distance of 6. I just checked it out with a 15x15 square, the center square caused the roof to collapse.
#36
Take your time Telkir, but can't wait till the mods are updated! Keep up the great work, I find your mods to be some of the best enhancements to the game, subtle, vanilla, and yet add a perfect level of depth.
#37
Really hope this gets an update soon, One of my favorite mods since it adds such a valuable source of production. The best part is that it takes so much metal and a decent amount of resources to get medical production up and running resulting in a rather balanced mod. I'm gonna need all the meds i can get!
#38
Love this mod so much, definitely one of my favorites! The textures you make fit perfectly with the vanilla game, keep up the great work Telkir!
#39
ETA on an alpha 8 release? These mods are a great seamless addition to the game.