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Messages - HattoriHanzo

#1
Solved my problem with the non-functional browning, was a loading-issue and the mod-load-order-mod helped!

Thanks for the great mod! In combination with the zombie-apoc-mod it's just hilarouis! Mewing through a horde of zombies with several brwonings is just that great :D
#2
Ideas / Re: Equipp-Sets for the pawns
February 26, 2015, 09:21:49 AM
QuoteI think this can also be tied to maybe season? Enable your pawns to have a closet full of clothes for different seasons and/or situations. So you could for instance tell everyone to only wear parkas in the winter and otherwise they'll store them in their room

This is allready done via mod ;)
#3
Ideas / Re: Teaching system
February 26, 2015, 08:51:59 AM
No thoughts for this one?
#4
Ideas / Re: Equipp-Sets for the pawns
February 26, 2015, 08:46:04 AM
Thank you for your answer Tynan! I'm looking forward to see what you're doing with this concern :)
#5
Wow! They look awesome! Will test them in the evening after work!
#6
Love your mod!

Used it in A8 without any problems, but now i have a strange issue:

The M2 Browning is buildable but when i`'s done, i cant't use it. And the despcription of the built item is some programming string.

I also use "more vanilla turrets", could that be an issue?
#7
Ideas / Re: Instead of 3 mortars and 1 ammo type...
February 20, 2015, 08:05:59 AM
Quote from: Hayhorse on February 19, 2015, 09:11:01 PM
Personally I think that the Mortars are teleportation bombs with interchange-able war heads. My reasoning is that hostile Mortars will "Shift" through any roof that is-int a Mountain. Essentially all war heads either have a plasma cutter to get through roof's or a short range teleportation device. The interchange able war head is that the Mortar building is specialized to take the shell and activate different chemicals in the war heads that it manufactures. Therefore producing different war heads for the same shell.

What? cO

Quote from: kingtyris on February 19, 2015, 07:42:04 PM
How about allowing three ammo types(Explosive, EMP, and incendiary) to be fired from one mortar? Honestly, I rarely build EMP mortars because they're such a specialty weapon, and I've never built an incendiary mortar. Having one mortar with 3 ammo types seems so much simpler.

+1
#8
Ideas / Equipp-Sets for the pawns
February 20, 2015, 07:51:01 AM
Howdy!

Now that clothes can be worn out after some time, wouldn't it be nice to create "gear-classes" for your colonists?

I admit, that's an idea from the game "Gnomoria", but that would make a lot of unnecessary micromanagement obsolete.

Explanation:

You creat 2 (in this example, should be possible to create more/as much as you want) "gear-classes": "soldier" and "worker".
You than decide, that "workers" wear shirts, pants, and a jacket. It should be possible, just like in the workbanches, to decide, which material they should wear.
"Soldiers" than get shirt, pants, kevlar helmet and vest and a weapon (choosable which weapon).

Further you should be able to decide, which quality the item at least should have.
Should be doable like the other decission-markers in craftingtables, storages etc.

Than you just group your pawns to "soldiers" or "workers" and they get their gear automaticly, if there is gear available.
If gear is missing, you get a yellow pop-up-message.

Any thoughts?
#9
I played with Basebuilder yesterday, just to get the grasp off the changes.

Had severel mad animals as well. One boar even made it pass my turrets and ripped an arm off my miner/constructor cO

And the mad boomrat which ignited one of my turrets was preatty weird as well...

"Alpha 9 - Animals gone mad!"
#10
When you attack your roommates with a knive because the cooler is broken...
#11
General Discussion / Re: Cryo Tactics
February 19, 2015, 09:32:17 AM
Sometimes i capture a wounded tribesman with shity skills and try to cinvince him to fight for my people just to sacrifice him to the cryo-gods.

First cryo i opened was with my bad-ass soldier (19 shooting) with power armor, power helmet and a machine gun. He died in less than a second^^
Learned a lesson: never open cryos with pawns you'll need!
#12
Wow! Great job on the fast update! Excited to finally test your mod! Just got into the game in alpha 8 and was disapointed, that you left that one out.

Thank you for the work!
#13
General Discussion / Re: The most useless colonist ever.
February 19, 2015, 09:00:32 AM
Quote from: Silvador on February 19, 2015, 08:53:52 AM
A shame I deleted all my old saves or I'd show you guys the Deathjack I had who could literally only shoot and research. Might've been able to melee as well, but I forget.

Sounds like my soldier in the first colony i made. He was assasin and one more thing, could just shoot, melee and do creative stuff...at least he had a strong interest in shooting and started with a skill of 12.
But he was prostophobic and i had to replace an arm and and eye after his first two shootouts...well, thats life i guess :P
#14
General Discussion / Re: Good temperature management?
February 19, 2015, 07:34:11 AM
Quote from: MarvinKosh on February 19, 2015, 07:25:32 AM
Also, try not to vent heat to adjacent rooms, but to a chimney. That is, a very small room with no roof.

This, Sir, is a great idea! You're a genius! Seriously, never thought of that, and in RL i'm a draftsman...

Will test this after work, i'm excited :D
#15
General Discussion / Re: Build releases vs modding
February 19, 2015, 04:30:11 AM
It's early access alpha, not even beta. Regular updates are essential, modding in alpha is at your own risk.

In my opinion: Regular vanilla updates > modding.

You just have to "rely" on mods, because vanilla game has not that many features, so it could become boring after a while. With more regular updates, you wouldn't need so many mods.
And little mods for more weaopons and stuff can be updated very quickly, so i stick with my opinion: Moar updates please! I don't need mods :)