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Messages - OldVamp

#16
General Discussion / Re: Best hunting weapon?
January 30, 2015, 03:59:47 AM
Quote from: GlassDeviant on January 30, 2015, 01:15:39 AM
That's great except when they keep shooting at the same target until it's dead and they are starving to death and about to drop from exhaustion, not to mention on the verge of a mental break.

that will be addressed in alpha 9

Dec 19
Sound refinements for Al.
Bugfixes.
Properly disallowed harvesting body parts or bionics from corpses.
Added heavy SMG and imported Rho’s gun art.
Hunters will now take breaks if they’re failing to kill anything.

https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub
#17
General Discussion / Re: Best hunting weapon?
January 30, 2015, 12:54:52 AM
Quote from: GlassDeviant on January 30, 2015, 12:18:15 AM
It's too bad there is no way (except manually) to make the hunters actually walk right up to an incapacitated target so that they can deliver the coup de grace.

That would be neat, but if they can't hit the target, you kind of want them to keep shooting at it to level their skill so they will be more of an asset during a fire fight.
#18
General Discussion / Re: Any way to remove old bases?
January 30, 2015, 12:50:31 AM
I think deleting the save in 'load colony' will remove them? I am not sure.
#19
these 3 mods have helped me a ton with differentiation and status

EdB Interface
Icons for each person
https://ludeon.com/forums/index.php?topic=5258.0

pawn state icons
hot, cold, naked, sleepy
(would be nice if it integrated with EdB Interface)
https://ludeon.com/forums/index.php?topic=9163

Snappy Dresser
Recolor outfits
https://ludeon.com/forums/index.php?topic=9279
#20
try building doors / walls in all the holes around the sleep caskets
#21
General Discussion / Re: Best hunting weapon?
January 28, 2015, 01:38:28 PM
R4's and M16's seem to be the best all around weapons
then M24's for out ranging.
#22
Ideas / Re: Show weapon range
January 28, 2015, 01:34:19 PM
If you draft them and force them to shoot it shows a max range circle
draft them, click on the weapon button, pick a target

An accuracy per range might be handy though
#23
Quote from: Geertje123 on January 28, 2015, 06:36:06 AM
Quote from: skullywag on January 28, 2015, 03:55:07 AM
the reason for the lag at those numbers ironically is your namesake...pathing. Cant wait to see what gains Tynans made in A9 for AI.

Are you sure about that? Idling my colonists gives more lag than when they have jobs (and thus a path). When they have no job and no path, they just walk around doing nothing and the lag is pretty large at that point.


Pathing is finding a route to walk, if they are walking around (even doing nothing) they are pathing.
Idling and moving around the eating tables is pathing.
#24
I bought 200 food from a trader.
It was winter and the animals around the stockpile ate it all before I could get it hauled to the pantry.
#25
Mods / [Mod Request] Custom Mining Brushes
January 27, 2015, 10:34:01 PM
I would like an interface to make a brush to mine out a hydroponics bay

Ideally this would have a blank 'build area' is and a point marked where the cursor would be that it could be rotated around.

You fill in some squares where to mine and it gets saved to a brush you can select with the mining brush tool.

An ambitious expansion would be to make building brushes, where you put what you want to build on a little build area that works in a similar fashion.

[attachment deleted due to age]
#26
reminds me of space stations more than ships
http://www.astronautix.com/graphics/s/ssf89.jpg

I like to launch them off and wait for a random person to join the colony and restart it myself.
The non fixed ending is nice.

the stationary pods need uranium to power themselves for the centuries they may need to stand untouched.
The ship has a reactor so they dont need to power themselves

[attachment deleted due to age]
#27
i dunno, 19 times out of 20 when they have 'dropped in rite on top of you' it has been on the first beacon i built.
#28
If it happened after the launch, they got a 'left behind' debuff that would be interesting.

I'm currently on a year 5, 25 person colony with 32k steel.
At least half of this steel i have gained by melting the weapons and landing pod slag from the raids.
The rest from mining and trading armor/clothes with the ships that pass by on occasion.
i have 2,300 survival meals stored, i could likely feed the colony for a very long time just by collecting them at this point.
#29
i happened to me, they were no where near my beacons

my ai story teller is getting mad that they cant kill me.
pirates dropped rite in the front door
Pirates from The Shankers of Crushing have dropped in rite on top of you!
I saw them hit, paused the game and was like O.O
but we survived with one less door and a few wounds.
stun grenades saved the day. (non lethals mod)

https://www.dropbox.com/s/smzzj0lcyi6cg2f/screenshot83.png?dl=0
https://www.dropbox.com/s/iga0jgdna4bxzff/screenshot84.png?dl=0
#30
General Discussion / Re: Clarification on the Steam Key
January 25, 2015, 04:48:20 PM
steam keys can only be given out for a limited time, when not purchased through steam.

if developers could give steam keys away forever, steam would not make any money because they could be bought directly from the developer and bypass steams cut of the purchase.

if you do not get a steam key, you can still play, update, etc you will just have to use sendowl and email for your download an update notices.