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Messages - pajok

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1
Outdated / Re: [A16] Mo'Events v1.1 | More events and incidents!
« on: January 08, 2017, 01:08:34 PM »
Hi!
Please remake  Minami's  "Faction War" event.(A lot of enemy and friendly team spawned and.....Let's get ready to rumble!
(and "HyperTornado""Suspicious Crates""MeteorShower""PrisonRiot" are also FUN)

2
Hi!
Thanks for your hard work...the mod pack is AWESOME!!!
I'm playing with 12d on extreme difficulty.

I have a little problem,request...

My story...
Bandits attacked ... 3 vs 18 . The team survived ,but my workshop with the tables burned down.After that cant rebuild ,because the low number of spare parts.
So .... i can survive if i have man and  x amunt spare parts and y amount mechanism....
It would be funnier ..., if I left only 1 man than i can rebuild anything....( My opinion)...
I cheated, so i can continue the game ,but please finetune the system....

Thanks again! :)
Its not like everything burned down right? You could have tried deconstructing stuff for the spare parts and mechanisms.


Yes! You are right!
Deconstruct beds and butcher table is solution...
But i would like a system ,where you dont need addition in the begginning.(my oppinion)

Anyway the modpack is Epic....
Thank you the advice and the hard work! :)

3
Hi!
Thanks for your hard work...the mod pack is AWESOME!!!
I'm playing with 12d on extreme difficulty.

I have a little problem,request...

My story...
Bandits attacked ... 3 vs 18 . The team survived ,but my workshop with the tables burned down.After that cant rebuild ,because the low number of spare parts.
So .... i can survive if i have man and  x amunt spare parts and y amount mechanism....
It would be funnier ..., if I left only 1 man than i can rebuild anything....( My opinion)...
I cheated, so i can continue the game ,but please finetune the system....

Thanks again! :)

4
Hi!
After A10 , i'm  played with the mod pack again(Hildegarde Extreme). I love the hardcore style(need defend every workbench ,
because there is a lot of work with them)

In my opinion:
-Parts system is good and logical,but please give a bit more parts at the end of crafting.(too slow and expensive)
-Same at the synthetic material crafting.(Rubber,plastic,fibers are ok) ,(petrochemical plant bugged interactionCellOffset)
-Mine extractor (+stone chunks would be good)
-Electronics factory( I,m missed the "until you have" option)
-After some testing cooler(corridor) + vents(room near corridor) made me wonder.(25C in Heat wave) Vents are usefull
-Radiation system and protection suit are fun
-Antis are neutral (they are in manhunter pack)
-Maybe more trader should barter with slaves too.(after 2 year ,meet only 1, and he had 0 slaves)(should be common,its a harsh land with fights,wars...)
-Prices and meat drops need fine tune
-After a year zombies just stay and do nothing(in the begginning they worked fine)(and should break doors,walls...)
-Painting cant rotate
-Poncho should be on shoulders (<bodyPartGroups>)

There are mods and could fitt in the pack (i like them):
Dermal Regenerator         - https://ludeon.com/forums/index.php?topic=14177.0
EMP Guns        - https://ludeon.com/forums/index.php?topic=13092.0
Enhanced Fire Fight            - https://ludeon.com/forums/index.php?topic=11988.0
Hedges and smal walls         - https://ludeon.com/forums/index.php?topic=2990.0
MAI    - https://ludeon.com/forums/index.php?topic=3612.0
More Mechanoids     - https://ludeon.com/forums/index.php?topic=9221.0
Modular Solars        - https://ludeon.com/forums/index.php?topic=2512.0
Auto-Turrets Mod (with high power needs)    - https://ludeon.com/forums/index.php?topic=6770.0   

I realy like the pack!
Thanks for your hard work!!!


5
There is a Cleaning zone too. They are separated.

6
Mods / Skeleton Deterioration
« on: October 20, 2015, 02:10:17 PM »
Hi!
 I'm playing with the zombie mod ,and cleaning is impossible.
Skeletons should slowly fade away!
Can someone made a mod ,or any idea?

My last solution - Devmode - Tool:Explosion (bomb)

7
Outdated / Re: [A12] Combat Realism v.1.4.0 (26.09.15) Suppression
« on: October 19, 2015, 02:26:42 PM »
HI!

Suppression mechanic is EPIC!
Thanks for your hard work!

8
Power I - Electronics table , Power II - Electonics factory (Hi-tech category both).  Table - Make electronics components 
Factory+Feeder - Change resource button - Make circuits.....

Petrochemical plant is broken, you can fix it by changing the interactionCellOffset to
(0,0,-2) in Mods\Tech_SK\Defs\ThingDefs\Buildings_Production_Tech.xml for the Petrochemical plant.
Sangdrax corrected and attached this file.

[attachment deleted due to age]

9
Hi!
Can you help me?
Incendiary mortar can't shoot.

[attachment deleted due to age]

10
Outdated / Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
« on: August 24, 2015, 11:31:07 AM »
Hi!
Thanks for this mod! More surviver fun!
In the last version the zombies ,dont crash the doors. Is there any chance to change .... x% chance to zombie will crash doors?
More random , more fun! :)

11
Hi!
Thanks for the pack and a lot of work!
I found this - prepare carefully - Hazmat suit and helmet
They are invisible in game.
What is the solution?



[attachment deleted due to age]

12
HyperTornado - Start somewhere a tornado.Destroyed everything.Sometimes it turned another direction,than go away.
Animal Genocide - All animals died
Colonist Regeneration - One colonist fully healed (Miracle)
BlackVoid - after 1-2 hour full darkness with somekind monsters(realy fast and deadly) but they dont liked the light
(must stay in lighted room)
Earthquake - Camera shake and damaged everything
Colonist Stash - Just a message (x Colonist find stash) and get the reward
Risk/Reward Event - Text event (x colonist find something but there is y% to die or hurt. Get the stash or leave the stash?)

This is what i remember.

13
Hi Skully!
Thanks for your help!
1. If you need graphics help, just tell me what you need, i will draw it for you!
2. My favorites were: 
Faction War ( 5-6 or more team(friendly and enemy too) dropped in, and there was a big brrrzzfggdfight in the middle.)
Suspicious Crates (dropped crates somewhere,if you opened there was some loot ,animals or enemies in it)
Tribe Migration(Just like travellers but in huge numbers) it was fun with zombie apocalypse.
Colonist Kidnappers(Pirates, who grabbed one from the colonists than run away)
Terminator (one slow killing machine)
Prisoners rampage,attack.....

14
Pls Update!
One of my favorites!

15
Awesome!
I'm waiting your hardcore pack update, to try this!

"As a licenced producter, if the colony was to be attacked,
maybe the colonial marines would jump into the battle and help us."

This sounds coool!

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