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Messages - gentou

#1
Releases / Re: [B18]Ni'Hal🦎
June 08, 2018, 04:22:30 AM
Do this guy have a CE patch avaliable for them?
#2
Is Hildegard Epic storyteller broken? I set with here on EXtreme difficulty for almost half a year and nothing happened.
#3
Outdated / Re: [B18] Heartless Colonists Mod v1.0
May 05, 2018, 08:20:41 AM
Quote from: matheryn on May 05, 2018, 05:38:10 AM
isn't this like greyer morals mod or is that the one you are referring to that isn't going to be continued?


There were tons of the morale mods like this. They're just too easy to produce. Most people dont even bother and create thier own ones.
#4
QuotePsychic emitter event
An ancient psychic emitter reactivated and is sending a powerful drone. Go out and destroy it or endure the drone until it shuts down again.

Sadly i cannot attack it. I cant even right click it. My pawns just standing there, and watching it. Had to use dev mod to get rid of it.
#5
Releases / Re: [B18] Bad People
May 03, 2018, 09:46:42 AM
ITT highschool moralist arguing about life.
#6
Aren't heavy auto turrets too powerfull? Full clip is enough to obliterate any raid, as the enemies getting one-shoted from the distance greater than sniper rifles.
Maybe nerf their range a bit so it will be smaller than normal auto turrets?
#7
Life is a funny thing. I whinned about BM raiders being too weak, and the next one completly obliterated my defense line with 4+ Doomsday launchers.

Health boost would be a great thing, maybe also some uniqe buffs which will increase movement speed and accuracy.

QuoteIn regards to balance this mod is intended to be balanced to the vanilla game. Using other mods with superior weapons/turrets or the mending mod will obviously screw with this balance and might shift it in the players favor.

I use only CE + CE Guns, nothing too exotic. By the way, CE shoutguns are the only thing that allows me to take out the BM raiders early on without suffering too many casualities.
#8
Outdated / Re: [B18] Heartless Colonists Mod v1.0
May 01, 2018, 05:00:03 PM
Imo, Organ harvesting debuff should remain as i gives the player vast amount of money (around 4000 silver per disassembled prisoner) without any drawbacks at all.

Selling prisoners in compare gives you almost no money (200 - 500 per prisoner), and because slave merchants are pretty rare, there is a good chance that you will spent more money on feeding/healing prisoners than gain form selling them.

#9
The guns can have a high chance to drop in a state, in which player can ther only smelt them, or have to invest resources and technology to make the functioning.

They might also be a diferent kinds of raids, as:

Reconing parties - early game small parties, armed width charge rifles, and light guns, retread once they lose ~10% of squad.
You might get a gun or two from them untill they decide to run away, will attack poor colonies.


Assault parties - medium to large sized enemy parties, with more rocket and grenade armed units, so they can pose a real threat to fortifications.
They also may have a highter lose threshold before retreating.

As for the siedge parties, i have no ideas. They are too easily countered with player's motars anyway. Maybe a siedge unit which is reinforced by an assault party?
#10
Please can you make Blue Moon corp drop less weapons or retreat faster when they face casualities? Because whenever you'll destroy their raid game becomes way too easy with couple of power armors and every colonist having a charge rifle.
#11
Hello, is there any way to revert graphics back to vanilla? I like ne wmehcanics in modpack but barely can understand what is going on within this visual clusterfuck.