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Messages - EBM

#1
Releases / Re: [MOD] (Alpha 8) Glitter Tech v0.8
February 15, 2015, 01:33:11 PM
Quote from: Sam_ on February 15, 2015, 04:58:59 AM
Wow, that is rather strange. There shouldn't be any reason for them to spawn there. Perhaps the spaceship event spawns pawns that have an ultra level of tech. I find that rather illogical however.

It's happened several times now with mechanoid ship parts. Since using this mod I haven't had one without an MBT. Usually three spawn, sometimes one. A small number of Replicators do as well, all friendly to each other. However, once a separate landing of Replicators occurred and did fight with the MBTs normally.

At one point an MBT also spawned onto the map as any wildlife would. Orion wasn't hostile to me in that game, so it was no danger to my colonists. It wandered around randomly and fired at anything hostile to it that happened to pass by.

I'm guessing the ship part issue stems from its race being treated as a mechanoid in Races_Tank, but I've no idea why it would spawn like a muffalo.
#2
Releases / Re: [MOD] (Alpha 8) Glitter Tech v0.8
February 13, 2015, 11:07:58 PM
Seeing a trio of Orion MBTs pop out of a crashed ship part alongside mechanoids early in the game is both hilarious and disturbing. Intended?
#3
From time to time the combat suppliers have offers too good to pass up. There isn't much else to spend silver on at present unless metal reserves are low.
#4
Outdated / Re: [Mod] (Alpha 5) Machine Gun Nests
July 11, 2014, 08:52:29 PM
I don't find them particularly enticing at present. Too much risk to the gunner for little gain. I'd rather just build an Improvised Turret so the gunner can fire his/her own weapon and move around.

Perhaps they could receive improvements through research, as the turret does?
#5
I fixed the weapons so they all appear again and factions use them, but Liandri ships never have any weapons for sale, just slaves. Other combat suppliers carry the weapons, though, so not a huge deal for me.
#6
The 4f version doesn't fully work on A5 for me. None of the weapons ever appear, even from Liandri trade ships. Console log shows a lot of outdated code that A5 no longer recognizes, particularly when it comes to accuracy.

I'm working through the errors and fixing things now. Hopefully it'll work.
#7
Option 1: Actually being on the map. I see a lot of potential in this.

I imagine pirates landing and building small outposts to send out raiding parties from. If a raid fails, they run back to their outpost to lick their wounds instead of randomly fleeing off the map. They can build defenses to protect it, of course, as the player can for the colony. This means the player has to either attack early, facing the pirates in the open without the protection of the colony, or risk assaulting the outpost later and having to deal with both the pirates and their defenses. Both options put colonists at greater risk by forcing them to leave the safety of the colony, which is a good thing.

You could ignore the outpost and go about your business, but raids would be more frequent as the pirates heal or get off-map reinforcements. On the other hand, if you manage to destroy their outpost you gain a period of no raids from that faction.

I really like the idea as it adds more depth to combating hostile factions, and gives a reason to actually leave the colony while hostiles are around. Do I attack before they can build the base, risking my colonists on the open field? After they've built it, where the tables have turned and my colonists are forced to attack a fortified position? Perhaps after one of their raids has failed and the outpost has only a few survivors to man the walls alongside their turret grid?

Alternately, a friendly faction could request they build an outpost in your territory to facilitate trade. You designate an area for them to build on and they offer some small payment for it. These outposts could also be targeted by raids and the owners might ask for your help in repelling the attack, or you could ask for their help. If their outpost is destroyed or all their people are killed and you did nothing to help, your standing with that faction could suffer and there might be consequences.
#8
Outdated / Re: [MOD] (Alpha 3F) Liandri Corp
April 30, 2014, 01:35:47 AM
I like the look of that shock turret.

For the third turret, I'd suggest either the Hyperblaster, Pulse Gun, or even Flak Cannon. Pulse Gun might be a bit too powerful for the low damage aspect you're looking for, but the Flak Cannon is probably about right. It just has a shorter range and longer warmup time (I haven't seen either PG or FC in the game yet, so I'm guessing from what I see in the defs).

The Heavy Turret from Turret Pack covers 'generic MG platform' pretty well for me, so a turret with more visually interesting projectile bursts would be a definite plus.
#9
Outdated / Re: [MOD] (Alpha3) Liandri Corp
April 29, 2014, 07:55:29 PM
I was ready to do a little modding of my own and start a new game anyway, so this is excellent timing.
#10
Outdated / Re: [MOD] (Alpha3) Liandri Corp
April 29, 2014, 07:17:57 PM
Been playing with the latest and I quite enjoy it. The weapons I've seen so far fit in well with the game and the different sounds and projectile sprites make for varied and entertaining firefights. Well done!

I've not seen any Liandri Corp. traders yet, though. I assume they appear only rarely, which is understandable.
#11
Outdated / Re: Liandri Corp
April 27, 2014, 02:58:46 AM
Looking forward to this. I like that you stuck with the original UT weapon style (where applicable) rather than that of the later games.