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Messages - Dibblah

#1
Outdated / Re: [MOD](Alpha 8) Darkness
February 14, 2015, 09:48:29 AM
Could just leave the eclipse in and just treat it as a full moon / planetary allignment thing instead, where the nights are brighter for a while
#2
Outdated / Re: [MOD] (Alpha 8) Combat Realism
January 29, 2015, 01:19:23 PM
Ohhhh yeah, just the right combo of items to grab my attention by the short'n curlies and make me give it a go! :)
#3
Outdated / Re: [MOD] (Alpha 8) Smartislav's Texture Pack
December 18, 2014, 05:54:04 PM
Looks promising, I love the lamps and yeah the dispenser is definitly toxic ^_^
Gonna keep an eye on this :)
#4
Just a short FYI to you Minus, version 1.5 shows up as 1.4 on the ingame mods list.
#5
Releases / Re: [MOD] (Alpha 7) Glitter Tech v0.65
November 04, 2014, 11:17:32 AM
Cliodne did you create a new world after installing the mod?

Just to be perfectly clear, please note I said world, not colony :)

If you're playing on a pre existing world they won't be present, you will have to create a new one.
#6
Releases / Re: [MOD] (Alpha 7) Glitter Tech v0.65
November 04, 2014, 05:04:58 AM
Actually in my experience the best defense against Commandos is to lure them in to a room with a still functional door and then go in close melee combat on them, one at a time.

The reason that works is because all enemies will mostly attack random items in your colony if they can't get to a colonist, which means you can get them one by one.

The way I lure them is by taking shots at one untill I get its attention then run back in to the room, wait for the commando to come knocking then through micro management use a colonist to get the door open, the commando will enter and then I just pile on the colonists.
#7
hmm..

This looks promising, will definitly be keeping an eye on this one.
#8
Clutter mod, definitly Clutter mod.

I Always use clutter mod, just can't live without it
#10
Releases / Re: [MOD] (Alpha 7) Glitter Tech v0.65
October 18, 2014, 01:38:54 PM
I like the Vibro Knife idea, gives your colonists a chance at taking out the commandoes even if you don't have ranged energy weapons
#11
Releases / Re: [MOD] (Alpha 7) Glitter Tech v0.65
October 18, 2014, 01:21:18 PM
In general I agree with nerfing the weapons and armor, but not all that much actually.

What makes the weapons really op is not so much the damage they do but their rate of fire, except for the APB projector none of the guns have a noticeable cooldown which, combined with their high damage means that it only takes a few seconds to kill your target.

I would suggest the following:

APB pistols to have RoF/CD of the UZI or close to.
MRG pistols to have RoF/CD of the Pistol or close to.

APB rifle to have only slightly better RoF/CD of the M16 or M4.
MRG rifle to be singleshot like the Enfield but with higher RoF.

EMRG to have only slightly better RoF/CD than the M24.

As to the APB projector, it's pretty much good as is, maybe a bit less damage at the point of impact, but definitly keep the AoE aspect. As for it's RoF/CD it's ok, maybe a tad slower than it currently is, but not by much.

As to the armor, if nerfed at all then only a small bit, nano armor+reactive armor = immunity to ballistic weapons aka the M24, M16 etc. Best weapons against commandos with that armor combo is the M4.
#12
Yay for once my memory isn't playing tricks on me  :)

Igabod makes a good suggestion, techwise it wouldn't be more unlikely than somehow acquiring the needed tech and equipment to manufature and capture anti-matter.


Dang, I need to write faster it seems :)
#13
First off, love the mod, can't live without!!  ;D

Now, correct me if i'm wrong but wasn't it at one point possible to disassemble clothing using the tailor station? I'm really missing that because none of the traders flying my way sell the rarer types of cloth, it'd be nice to have the option of salvaging the clothes my attackers wear for those hard to get materials.
#14
Outdated / Re: [MOD] (Alpha 7) More Bionic Parts! v1.0
October 08, 2014, 05:17:53 PM
Thank You for making this mod! Was really missing artificial replacement organs. :)

Now all I'm missing is a reinforced spine/bionic spine for when things go bad with that particular bodypart and perhaps a reinforced skull?
#15
Mods / Re: Request/idea: Hygiene
August 16, 2014, 06:03:39 AM
Sounds nifty, i'd use it :)