Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - cucumpear

#91
Outdated / Re: [A12d] Catillery (v1.0.0 27-09-2015)
September 27, 2015, 03:46:15 PM
This is one of my favourite mods, makes me giggle every time I have to shell someone.  ;D
#92
Quote from: jerome736 on September 25, 2015, 11:18:41 PM
I've attached an unofficial update for this mod to make it compatible for Alpha 12d. Please remove and replace with Igabod's when he updates the mod officially.
Thank you, jerome736!
#93
Outdated / Re: [A12d] Community Core Library (v0.12.3b)
September 23, 2015, 12:57:43 AM
Quote from: jerome736 on September 22, 2015, 10:19:45 PM
Thanks for the Xerigium change!

Seconded, because I ended up using the exploit a lot where I could select Xerigium at the very beginning of the game if I paused quickly enough.  :P
#94
I've noticed that cycling issue, too. But I haven't used squads yet and I think I had it occur in a11 as well. I assumed it was just the game cycling differently than as per recruitment order.
#95
I just spawned a few animals, thrumbos and rhinos don't retaliate either. Turning down the bass does make a bit of a difference, but I think lowering the volume would be awesome. :)
#96
Quote from: Fluffy (l2032) on September 21, 2015, 04:25:59 AM
The turrets not aggroing is not on purpose, however that's just an XML implementation of existing code - I didn't do anything that should cause this. Could you perhaps see if the same applies to vanilla animals (Thrumbo in particular?).

Will look into tweaking the sounds downward a bit, or maybe add a bit more diversity. For me personally it was not so much volume as the same sound over and over that got on my nerves a bit after playing for a couple of hours. Then again, real cats have that effect too :P.

I'll try it next time a thrumbo appears, usually I just turret hunt squirrels and such, which don't generally attack when harmed.
As for the sound I think it may have more bass than the vanilla sounds. I'll turn the bass on my end and see if that makes a difference.   :D
#97
I have some unexpected behaviour to report for v. A12d_9b (if this is on purpose please ignore me): I've shot both Feenices and Icicats with turrets and they don't retaliate, they only do when I attack them with a pawn. On some maps it makes the legendaries very easy to hunt. While useful this feels a bit OP.
Secondly, a personal opinion: I find the cat sounds a tad loud relatively to the vanilla animals.

Thanks for adding adorable killing machines to my favourite game!
#98
Quote from: Canute on July 19, 2015, 03:01:37 AM
Did you do:
- download the attachment from page 10
- replace the .dll with the attachment from page 11
- start a new colony.

This is what I did when I finally updated to 11b and I haven't had issues (despite having a gajillion mods).  :D
#99
Quote from: foopex on July 16, 2015, 12:13:59 AM
Any chance for configurable material cost and repair duration to be added?
I second that request, mending is just a bit OP without any material cost. Still, thanks for creating a rather necessary mod!