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Messages - Nynzal

#31
General Discussion / Re: Colonist bar in A14!
July 12, 2016, 07:22:42 PM
The one thing you cant do with the base game in a14 is to choose the stats/appearance of your pawns ...
Adjust the items in all the way you like
#32
-> Episode 25 <- More Geothermal Power
-> Episode 26 <- Make Steel Floors Everywhere
-> Episode 27 <- Thats How We Deal With Bug Hive Infestations
#33
Mods / Re: Leather stacks
July 12, 2016, 12:19:59 PM
This is somewhat a flaw, as far as I think/know that there is no easy way to modify stack sizes.
You can notice that in lack of storage mods and stuff like the answer to your questions.
#34
as far as I noticed they get a mood penalty if they still share the bed
#35
You dont need high penetration weapons to actually kill one.
Explosive traps hurt them and melee weapons. Just send some colonist to club them down. With no sensors they cant shoot anymore and if you have a couple of melee attackers, they will prevent it from melee attacking.
There is a lot of information in the CR forum thread.
#36
General Discussion / Re: Colonist bar in A14!
July 12, 2016, 12:04:08 PM
There is a big difference between clicking 50 times to get a somewhat good colonist and just creating very good one with 3.
I think the point is to make good colonists rare and valuable.
If its important to you to have a specific pawn, you'll go for as many clicks as you need. But if you don't you'll end up with worse raw stats and this is a big part of your colony and pawns living their hard life. There is no essence behind easy available super-pawns. And were is the challenge if you have a pawn perfectly suited for every job from the start?
To prevent misunderstanding, I'm not hating on Prepare Carefully - I have much respect for all the modders and their awesome work - I'm just stating possible reasons for Tynan not to implement it into the base game.
#37
-> Episode 22 <- Finished The Component Assembly Bench
-> Episode 23 <- Build A Barn For The Muffalos
-> Episode 24 <- The Discovery Of The Crafting Spot
#38
-> Episode 19 <- Prison Architect?
-> Episode 20 <- New Prisoners
-> Episode 21 <- A New Storage Building
#39
-> Episode 16 <- Working On The Guest House
-> Episode 17 <- Get The Medical Wing Up And Running
-> Episode 18 <- Will He Come Back Someday?
#40
-> Episode 13 <- All The Food Is Rotten!
-> Episode 14 <- The Deadly Misclick
-> Episode 15 <- Upgrading The Defense System
#41
-> Episode 10 <- Endless Amount Of Food
-> Episode 11 <- Polar Bear Attack
-> Episode 12 <- Food Storage Infested By Hive
#42
Awesome mod, I really like it!
I noticed that when I set one of the visitors to "try to recruit" ( default improve relationship ) that after a failed attempt to recruit, the marker switches back to default. Maybe this is intended, but I think it would be handy if it satays on recruiting and the default just applies for new visitors.
I'm using several other mods, but I wanted to ask first, if this is intended ;)
#43
-> Episode 7 <- Tribespeople Raid
-> Episode 8 <- The Unextinguishable Fire
-> Episode 9 <- The Colony Offers Safety
#44
-> Episode 4 <- Weapons and Ammunition
-> Episode 5 <- Gigantic Manhunter Pack
-> Episode 6 <- Pirate Raid
#45
Love this, especially because its a simple, realistic, much needed add-on to the game.

I do think though, that the normal medicine is too cheap, maybe use 3-4 herbal meds to make one medicine.
You can get away with using herbal meds, but if you want the luxury of real meds, you should not get it for free.
I can understand the choice of 2 herbal meds, though, so just take it into consideration ;)