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Messages - The_Shaikan23

#1
Hi, thanks for the reply.
The Pulse Rifle is loud, but not gamebreakingly so. The M37 though, that shotgun sounds like the Hammer of Thor attacking my speakers. I am not even wearing a headset and it's just way too boomy.
The M56 now sounds just fine, thank you for that update.
I figured out the automated sentry, during testing it shows up in the debug menu for weapons, but I need the minified version which traders do sell, thanks for the info.
#2
Releases / Re: [A12] USCM weapons and equipments v1.1
August 31, 2015, 07:00:25 AM
It's very fun, I love the movie, but I have two small problems.

The Automated Sentry Gun is a weapon, not a buildable thing, how do I use it?

And the sounds of the guns are way out of synch with the rest of the game, especially the smart gun and the M41A are so loud and screechy that they start to hurt my ears in any firefight.
#3
Releases / Re: [MOD] (Alpha 9) Glitter Tech v0.9
April 02, 2015, 07:35:54 AM
I love this mod and how it changes the gameplay. Really gives you a high-end goal to work towards, all that sweet Glittertech. But I have noticed that there is an Augment for everything BUT a cerebral implant to replace brain damage. Could I humbly request a brain augment that would save those poor braindamaged colonists?
#4
Outdated / Re: [MOD] (Alpha 5D) Colonist Only Doors
August 05, 2014, 09:27:16 PM
That's just the worst visitor who arrives unannounced whenever they want, dirties up your carpets, empties your fridge and kills the people you have chained up in your basement... I mean colony.
#5
Outdated / Re: [MOD] (Alpha 5D) Colonist Only Doors
August 05, 2014, 07:17:08 PM
It's super annoying to have about 25 people visit, get dirt all over the entire base, block the hallways, eat all my food and then leave without having contributed anything to the settlement. Great idea to make these doors.
#6
It most definitely is not my computer, I can run much more taxing games than Rimworld without problems. It may be an isolated event and something else could be the culprit entirely, the last thing I saw in the error log before the game became entirely unresponsive was an abundance of pathing errors for the Dark Void event spawns. I run a few other mods, such as BetterPower and Arsenal I could try and replicate the problem in devmode, maybe I can get a more specific cause.
#7
The custom event Dark Void has caused a game crash, I think it has to do with the sheer amount of entities spawned that cause the pathing engine to go bonkers.