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Messages - Olek

#1
Quote from: Ironvos on January 15, 2015, 07:23:42 AM
And if you haven't done so already, make sure you create a new world when starting a game.

I just come back to report that I got it going, the problem was from trying to load a pre-set group of settlers from the version prior, made a new group and it's working fine.
#2
Same here, I've disabled everything bar this and metal age, once I get into the game I have a blank screen, that then after moving the mouse gives very bright colors.
#3
Quote from: Blackjack1000K on July 28, 2014, 10:31:48 AM
i'm starting to worry about this mod and Cala13er, because he hasn't been online for a while, and also haven't been replying to my messages....
man what ever is going on with him, it must be serious.

You need to except that sometimes modders burnout, or they find some other game to entertain themselves, sometimes they really do have life issues, he will come back when he is ready, don't pressure the dude, it's his life.
#4
Outdated / Re: [MOD] (Alpha 5) Droids v0.5
July 19, 2014, 01:35:18 PM
Damn, I was actually coming to report a bug, and now I'm going to have to live with it.
The Droids are taking food from the tables when people are sitting to eat, they are also taking food off the stove, forcing the cook to have to go and grab more raw mats, which the droid also takes from the stove, causing an endless loop until the cook gets tired and goes to bed.

#5
Mods / Re: [Request]Sex And babys
July 19, 2014, 01:32:22 PM
Quote from: llunauk on July 18, 2014, 09:02:08 PM
I'm not sure why some people are saying we should play the Sims 3 just because some of us want our Rimworld colonies to be more real by allowing them to breed. Anything that adds a different yet optional dimension to a game and how it can be played is a good thing as this brings in a bigger audience.  If you don't want to breed them don't breed them.

Most people these days given a choice seem to think they have to pick one and hate the other when infact you can have the best of both worlds most the time.   ;D

Sure, if there was an option to turn it on or off people would have the best of both worlds, but if your going to toss around the word "real", then you will be waiting around 300 days for a baby to be born, then what happens when raiders get into your base? or the colony is being shelled by mortars? are we going to going to have to watch mothers and babies getting killed?, no thanks.

#6
General Discussion / Re: Psychic Drone balance
July 14, 2014, 11:46:28 AM
Perhaps if you kept it the way it is, but introduced some way to counter it or lessen the effect, perhaps the AI chip that is retrieved from the first encounter can be changed to somehow lessen the effect, after researching/reverse engineering.
#7
Mods / Re: Your friendly neighborhood moderator
July 13, 2014, 11:52:12 PM
No no no no, we won't have any of that, back to modding old chap, no time to be here flailing with the ban hammer ;)

Congratz :)
#8
Quote from: Barkleybark on July 10, 2014, 02:47:32 PM
Quote from: mrofa on July 10, 2014, 02:36:00 PM
Quote from: insanevizir on July 10, 2014, 12:19:54 PM
Agree. Colonists are too fragile to survive in the world as it is. lol
Thats why you build a space ship to get out :D
I think the system is in most cases fine, but what i would help is earlier warning, so there is more time to react.
Also after like 10 raid i dont think that colonist would feel anything seeing another 60-80 dead bodies, except the pain on thier trigger finger :D

I agree... As time goes by, you'd think they would get use to dead bodies...

Especially the ones who start the game with military backgrounds.
#9
This is perfect, been meaning to ask the boss for something like this for a while, really gets old clicking "Random" over and over again until you get what you want, thanks heaps :)
#10
The thing that concerns me is that IR4 is released, then the next day Alpha 5 is released, then we are back to square one.
#11
Outdated / Re: [MOD] (Alpha 4F) Artillery v1.51
June 27, 2014, 01:43:17 PM
Quote from: SurvivoroftheNoobs on June 26, 2014, 10:33:15 PM
This mod would be the shit if the turrets had a range inwich they couldnt shoot if something got too close. I had 5 of them lined up and a raider got too close so all 5 shot him my colonists blew themselfs up.......

If you see something like that about to happen, just turn the artillery off by cutting it's power.

I have noticed that on the main page it states the damage is 60 or so, yet for some reason, when I get the giant maggots attack, and they have 600HP+ they can be destroyed by artillery with a single shot, is this because they take up several squares, therefor take damage for each square?
#12
The Dude said he would be back on the 14th, though he didn't specify which month ;P
#13
Don't take this as a hurry up, though I am looking forward to the release of Industrial Rim.
I had a thought just now, and figured that perhaps the mod is too big for Alpha, considering the number of updates, I foresee the next Alpha 5 release coming out either before IR Alpha 4 is finished, or shortly afterwards, then your back at it again.
I would hope that you don't burnout.
#14
Building a ship and having the ability to fly to the enemy factions bases, and attacking their strongholds would be great, even flying to friendly factions to trade.
#15
Mods / Re: [Request] Turrets attack animals
June 11, 2014, 08:30:46 AM
Quote from: Fukara on June 10, 2014, 04:39:23 PM
Yes, but is for Alpha 3

True, but the question was "is it possible?" and it is, just need to wait for that mod to be updated.