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Messages - LZPanzer

#1
Quote from: Abrexus on October 08, 2014, 03:23:49 PM
Hey everyone, I'm back!

I'm very sorry I haven't had a chance to post until today.  I built myself a new PC last week, then got hit with a very nasty cold.  I am just now getting my voice back.  I'm going to start on the Alpha 7 conversion, and hope to have it out before long.  Fell free to message or reply, and if you have ideas for new features or changes I am more than happy to entertain them!

id love to be able to craft artillery shells at a work bench, been eyeing jaxas new mod pack, enhanced defense but dont like the idea of "growing arty shells", relying on traders.
#2
hope he gets better soon . RL always comes first
#3
so i tired out the new training dummies. my thoughts on them, in short really over powered.

in about 2 in game days one colonist trained his shooting from a 5 to an 11(he had a passion multiplier of 1.5)

rather than a straight nerf to the training equipment i suggest a stepped aproach.Ie for really low skill pawns they should train really fast. say from skill level 0-6 it trains that skill as fast as it does currently. At levels 6-10 it goes at 75% of current rate. Levels 10-15 goes at 50% rate and levels 15-20 goes 25% the current rate.( you can only perform cpr on that dummy so many times before there is nothing left to learn)

with a stepped aproach you can re train a colonist to be usable in a field relativly quickly but for them to master the field takes a while. ie you just suffered a huge raid and your doc died you have casualties you need a medic fast. the doc that died would have had a 15 or so medicine but your new  replacement medic in a day could have 5 or 6 med with depending on his passion.
#4
id love to see the trap pack mod made by super pirson included in this tech tree
#5
my colony is addicted to shroom stims. IS there a way to make it so that they can only use the stim if they are under the influence of a psychic drone?
#6
it may be just me but the rate at which a single brewery creates etenal seems a bit low. ive got two good cook (6,9) cooking etenol all the time and they barely manage to keep up with my 3 gas generators rate of consumption( all three are fed from one hopper.
#7
sounds like this is turning into a mod pak. may want to separate the separate different mods so people can implement specificaly what they want.

for example  Ilike the medicine mod. learnig/books seems good. not really interested in the soylent
#8
General Discussion / eyes seem a little... vulnerable
August 17, 2014, 09:15:57 PM
dont get me wrong i like the new damage system but it seems like the eyes get damaged a lot for such a tiny target. plus as humans who are dependent on sight one would think that a colonist?raider would go to great lengths to save the eyes.

ive heard about the next alpha having peg legs to get amputee colonists moving again but is there any plans fore blind colonists?

maybe the hats could provide a bonus to protecting the eyes.


#9
Just a suggestion but what if you explosive dump or laid mine field should catch fire would the dettonate.

this would add some balance to the mod as it would be a very bad idea to store large quantities of explosives or or have your stock pile in a unsecure (perimeter) location. and having laid mines explode would mean that if you wanted to keep your mine field you would have to fight any wild fire that should occur in the field.


bug fix?

your trap table doesnt seem to allow me to (build up to X ammount) it only lets me set a number to make at that time. so i cant have a constant stock pile of boom boom juice.
#10
Outdated / Re: [MOD] (Alpha 5) Trap Pack (v .30)
August 03, 2014, 12:40:00 PM
i am reminded of the pressure plate and shot gun trap from the fallout games. pretty simple trap requires a few pieces of wood and a spare gun id limit it to shotguns and pistols though and the trap should have a very limited range.
#11
so after at least six months in game all the grass seems to be gone from the map.

i first became aware of this when i was wondering why my chef wasn't cooking. i didnt have any meat so i go looking for some muffolos to designate as hunt-able. i found them and they were all dead save one i hadnt had a raid in a while (not that they hunt) and i myself didnt order them hunted (forgot, thats why i was out of meat) so after that i noticed that there was no grass anywhere on the map. normal amounts of most of the other plants though (i think) saw bushes cacti and.
#12
interesting mod a little on the tech heavy side but you said you wanted to expand it. and with the exception for the bug that turns your colonists into droids it is quite fun.

so i thought of a suggestion based off of this bug. lately ive had trouble trying to recruit stubborn prisoners. so i thought maybe you can use them as material for your droids. aka  they have 3 choices, join, die, or become a mindless automaton.
#13
you cold add a greenish hue. that would distinguish it from the background. Like copper oxide does in real life.

i know its cleche but silver as it stands is sometimes really hard to differentiate from normal rock debris, gold might be better, as the only metal elements on the periodic table that are not silver in a pure state are copper and gold. who would want to trade a commodity in an unrefined state.
#14
Outdated / Re: [MOD] (Alpha 4E) Artillery v1.3
June 08, 2014, 11:01:09 PM
just a suggestion but can you make firing zones where it will only shoot in those zone. in other words i dont want to arty my base while some raider runs along a wall
#15
Outdated / Re: [MOD] (Alpha 3) Glassworks II
June 08, 2014, 07:08:40 PM
one word Greenhouse