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Messages - noidea

#1
Releases / Re: [A14] Orassans
September 01, 2016, 01:28:25 PM
Quote from: StyleDragonLP on September 01, 2016, 12:23:24 PM
I think you should restart the vote and put a note there that everyone should First THINK about Their choice (just like the britians and americaner with their Brexit and Trump)
Yeah, we wouldn't want idiots voting for Remain or Crooked Hillary then complain about democracy not working for them.

I personally prefer my nekos more human-like than furry-like. I know it's legal in some countries..., but Khajiit are scum and cute is justice.
#2
Quote from: Zakhad on August 22, 2016, 10:18:07 AM
So what you're saying is that you really really REALLY love starcraft2? :P
Never touched it. Those games are all about multiplayer anway.

Quote from: Zakhad on August 22, 2016, 10:18:07 AM
Would you indulge my curiosity? What made you pickup hardcore SK modpack, as It's full of in depth micro management of many different systems; be it managing seed stockpiles, rotating animal pastures around the map, checking each building/item/weapon to see what material works best etc.
The fact it combines a lot of mods and makes them work together. And I really do appreciate that, since the attitude toward modpacks is quite hostile around here. Thankfully our world is blessed with russians and chinese. :D
But to elaborate on the issue, there are 2 types of micro: where one makes meaningful decisions and where one doesn't. Therefore, I like resource, item, pawn, etc. management because it's the former and despise ammo and seed management because it's the latter. Yes, I always disable the seeds mod too.

On another note I "fixed" my initial issue by adding a few minor weapon mods which didn't seem to cause any conflict.
#3
Quote from: Zakhad on August 22, 2016, 04:02:49 AM
It's combat realism thats doing it
Yeah, I know it and dislike it very much. I think I played with a version of it or with another mod where at least energy weapons didn't need ammo. I can live with that by getting a cheap energy pistol at the start for hunting purposes while depending on turrets until I can properly arm my colonists. But heck, even turrets seem to need ammo in this mod.
Quote from: Zakhad on August 22, 2016, 04:02:49 AM
are you using loadouts btw? (Assign tab) that gets rid a lot of the tedium as they can automatically pick up the right amount of ammo
No, I'm not. I can't craft proper ammo yet, neither will be able to do for a long time and have absolutely no desire to bother with it. Even spawning ammo using the debug menu for the gazillion types of guns is bothersome, not to mentiong storing and keeping track of them.
Call me casual, but I absolutely despise mindless micro.  ;D
#4
How do I disable ammo management? The tedious micro makes it unplayable.