Nice work Abrexus. the Mai mod adds only a couple independent items. I would recommend adding them further down the tech trees. If you are going to add the mai robot I would recommend adjusting the cost and balancing the overall work required to get them up and running.
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Outdated / Re: [MOD] (Alpha 6) Superior Crafting v2.02: The New Beginning! [Updated]
September 01, 2014, 04:43:05 PM #2
Outdated / Re: [MOD] (Alpha 6) Superior Crafting v2.02: The New Beginning! [Updated]
September 01, 2014, 03:51:06 PM
Ya i managed to get Lockable doors from the Mai mod working. It was a little messy with the code. I would recommend integrating that mod into this one since it is very independent of other mods.
#3
Outdated / Re: [MOD] (Alpha 6) Superior Crafting v2.01: The New Beginning! [Updated]
August 30, 2014, 01:42:31 PM
Hey Abrexus this mod is great. I like that a lot of techs have other research requirements before you can study them(I am a fan of diverse technology progression). You should consider adding some cool future techs to the end of the tech tree. I have not seen what is at the end (I assume ship building so you can escape the planet) but some cool stuff like robots and replicators would be awesome. I recommend the Miscellaneous mod by haplo. Also I am glad you are adding Apparello. Perhaps you could add more progression with the weapon crafting. I find your current selection of manned and unmanned turrets is perfect(combined with the mortars they each fill a different role), but unique weapon crafting would be cool so we could focus on an alternate defense method through our colonists, or even some more unique creations like the missile launcher or animal zapper from the TTM mod. Just a thought.
O ya also the Better Power mod has some neat stuff like wind power or laserdrilling. Always cool to have some alternate methods of power or resource generation.
O ya also the Better Power mod has some neat stuff like wind power or laserdrilling. Always cool to have some alternate methods of power or resource generation.
#4
Outdated / Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
August 20, 2014, 03:31:48 AM
Hopefully you can get better power added. I think you should have the turret progression go manned turrets -> mortars -> auto turrets. This progression works well when you dont need power in the beginning, but lots when the auto turrets are discovered.
#5
Outdated / Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
August 17, 2014, 12:35:49 PM
Awesome! this is an excellent list of mods to add. Couple questions:
1. Will you be phasing out the automatic turrets due to the addition of manned turrets. The balance is pretty good with machine gun nests mod, allowing you to have colonists carry their own weapons or use stronger stationary ones. This works well with the manned mortars. Perhaps you should replace the gun post, improvised turret and t500 turret with some more unique auto defenses for when you research further techs and have sufficient power generation tech.
2. Haplos Miscellaneous mod has a couple fun future techs you might want to add. I would imagine you are extending the tech lines to include some cool future tech. Especially once you research things like future weapons, power generation, and space ship construction, or start collecting enemy mechanoid parts. Robots would be fun to help man your mounted turret defense. Any thoughts?
1. Will you be phasing out the automatic turrets due to the addition of manned turrets. The balance is pretty good with machine gun nests mod, allowing you to have colonists carry their own weapons or use stronger stationary ones. This works well with the manned mortars. Perhaps you should replace the gun post, improvised turret and t500 turret with some more unique auto defenses for when you research further techs and have sufficient power generation tech.
2. Haplos Miscellaneous mod has a couple fun future techs you might want to add. I would imagine you are extending the tech lines to include some cool future tech. Especially once you research things like future weapons, power generation, and space ship construction, or start collecting enemy mechanoid parts. Robots would be fun to help man your mounted turret defense. Any thoughts?
#6
Outdated / Re: [MOD] (Alpha 5D) TechTreeMinami v2.7 [Muffalo Herding and More!]
August 16, 2014, 04:59:52 PM
Ya let me know, i would like to help expand TTM. Hopefully you can extend the power tech line, the turret tech line, and add some cool future tech stuff once you reach a certain tech level. I saw some cool stuff in the mai mod like robots and replicators. any thoughts? maybe add that stuff to the tech once you are down the tech tree lines a bit.
#7
Releases / Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
August 11, 2014, 07:33:26 PM
Yes, my mistake. After careful testing i realized it is working as intended. lol One thing though. When you activate a mai reasource, the game removes all the in active mais from the game. Could you adjust it so that only the mai reasource that is activated gets removed. I like the idea of constructing a warehouse full of un activated mais waiting to be activated at a moments notice... saves me the need to build mai beds, as i enjoy sending my unstoppable army of explosive mais at the enemy. lol.
#8
Releases / Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
August 11, 2014, 11:37:10 AM
Hey Haplo. Love the mod, especially the fact that it plays well with other mods. One thing on the mai robot, can you update it so that if you research new ai for mai the next mai you end up creating will be improved to to that specific task. I find it a bit odd that if you build the mai right as you get the tech all the other research becomes useless. The tech even says the next generation of mai. I think it would be cool if you could continue to develop better mai bots. Maybe increased the time it takes to study new ai so you can gradually develop better mai til you can manufacture bots that do it all. Though in the beginning you can have simple mai bots.
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