Oh man, I can't wait to build some snazzy temple to the dark gods!
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#1
Unfinished / Re: Yet another Starwars or WH40K mod - help me choose please
October 04, 2016, 05:46:13 AM #2
Releases / Re: [A15c] [WH40k] Astra Militarum Imperial Guard Mod v1.21 (Updated 02/10/16)
October 02, 2016, 05:30:41 PM
Sweet, I was just about to comment about all the issues you seem to have corrected in the new release (I almost had a heart attack when I realized I would need 120 components just to build the weapons fabricator!).
I'm eager to see what those turrets will be!
I'm eager to see what those turrets will be!
#3
Outdated / Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
September 30, 2016, 08:50:49 AM
This mod adds so much atmosphere and meaning to the jungle, it's great!
That being said I feel like something is a bit off with the fauna, during my second winter most of the prey seems to have disappeared leaving my colonist as the only acceptable meal for the (seemingly strongest creature in the entire game) tigers and jaguars. From the occasional twice a season on average attack I'm now dealing with daily attacks on my guys, I've just barely finished the outside perimeter which was a pain because finding that one breach in the wall amongst the vegetation was a nightmare. The jungle is teeming with those striped murderers!
That being said I feel like something is a bit off with the fauna, during my second winter most of the prey seems to have disappeared leaving my colonist as the only acceptable meal for the (seemingly strongest creature in the entire game) tigers and jaguars. From the occasional twice a season on average attack I'm now dealing with daily attacks on my guys, I've just barely finished the outside perimeter which was a pain because finding that one breach in the wall amongst the vegetation was a nightmare. The jungle is teeming with those striped murderers!
#4
Releases / Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
September 29, 2016, 11:10:35 AMQuote from: jecrell on September 27, 2016, 07:36:21 AM
The entire reason why I programmed it that way -- took me 4 days to figure things out -- was to not have notifications. It is a surprise with a slight hint. The game is also AWFUL about notifications. If I let it have a notification, it will immediately let you click it and go to exactly where the monsters are at with a big fat arrow of doom. It's also probably another full day of programming to get that setup correctly and debugged, which I'd rather spend developing other things. Terribly sorry. @__@
Fine, I'll go and dust up my headphones (hum... Lovecraftian laughter through headphones... now that's going to make me piss my pants)
#5
Unfinished / Re: Yet another Starwars or WH40K mod - help me choose please
September 29, 2016, 11:06:32 AM
Keep that gravy train going Cpt!

#6
Releases / Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
September 26, 2016, 06:41:09 AM
As someone who has to play very often with the sound off would you be so nice as to add a notifications for their arrival?
#7
Releases / Re: [A15] Clutter ("A15 kinda" September 25, 2016)
September 25, 2016, 10:27:22 AM
What is Jade good for though? In most of my colonies I just end up stashing it and doing nothing with since I can never get enough to even make small statue. That would make me use for the first time ever actually.
#8
Releases / Re: [A15] Rimushima (v2.2.0) Modular Nuclear Power Station
September 10, 2016, 05:19:59 PM
Great mod Dubwise! While it does give silly amount of power (I peaked at 77kW when I loaded the reactor with all 12 rods) it's dangerous to maintain, very expensive to set up and the sheer size of the bloody thing means you have to take expansive precautions to protect it! Feels surprisingly balanced to me.
[quote/]i can add in a future update if you guys would like it[/quote]
That would be a good idea.
On the topic of nuclear cannons, some nuclear shells landed in drop pods in my last colony, sadly I messed something with my mods which forced to abandon the colony before I got to try it
[quote/]i can add in a future update if you guys would like it[/quote]
That would be a good idea.
On the topic of nuclear cannons, some nuclear shells landed in drop pods in my last colony, sadly I messed something with my mods which forced to abandon the colony before I got to try it

#9
Unfinished / Re: Yet another Starwars or WH40K mod - help me choose please
September 10, 2016, 01:57:52 PM
Okay, this addition of religion is pretty damn fantastic. Was this ever done before in other mods?
I guess when this is released I shall have fun with a colony of yao-ed up khornates!
I guess when this is released I shall have fun with a colony of yao-ed up khornates!
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