Glorious breekiness, gotta love the tracksuit dudes and the accordion pawn.
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#2
Unfinished / Re: [B18] (WIP) Project Red Horse: Faction Wars
March 20, 2018, 11:49:27 AMQuote from: Chicken Plucker on March 20, 2018, 11:34:38 AM
Not very far, they just have a few outfits need finishing and the faction coding, they're almost ready, but they need more work compared to the smaller factions like Task Force 141 and Elite Crew, because the War Mongrels need new tank textures and tank coding, being their UGVs are stronger than Umbra Company
Ah that's great to hear, keep up the good work!
#3
Unfinished / Re: [B18] (WIP) Project Red Horse: Faction Wars
March 19, 2018, 08:32:13 AM
Hey man, great job on these mods, the graphics are just stellar! I'm especially curious about the Slavic faction you previewed a while ago (War Mongrels?), may I ask how far back they are on your priority list?
#4
General Discussion / Re: [Contest] A Friend will draw YOUR colonists.
December 14, 2016, 12:00:25 PM
Here it goes
Colony name: Old Salt Haven
Pawn #1 Maldonado: http://i.imgur.com/y0GRknp.png
Character Menu: http://i.imgur.com/TtKJWxi.png
Gear Menu: http://i.imgur.com/6YLo1VX.png
Additional details: He's an ex-convict, manipulator type of guy.
Pawn #2 Sab: http://i.imgur.com/n6biSGG.png
Character Menu: http://i.imgur.com/F5b9zGq.png
Gear Menu: http://i.imgur.com/hYhV9KB.png
Health overview: http://i.imgur.com/XFLNDIm.png
Additional details: He's a gruff dude, who somehow survives everything the world throws at him.
Pawn #3 Mosnar: http://i.imgur.com/2fIVGNN.png
Without hat: http://i.imgur.com/1nIlBeU.png
Character Menu: http://i.imgur.com/mdPKJ3X.png
Gear Menu: http://i.imgur.com/veZhTHp.png
Health overview: http://i.imgur.com/9ZFckLi.png
Additional details: Skulky man, likes to smoke and snipe stuff with his rifle.
Colony name: Old Salt Haven
Pawn #1 Maldonado: http://i.imgur.com/y0GRknp.png
Character Menu: http://i.imgur.com/TtKJWxi.png
Gear Menu: http://i.imgur.com/6YLo1VX.png
Additional details: He's an ex-convict, manipulator type of guy.
Pawn #2 Sab: http://i.imgur.com/n6biSGG.png
Character Menu: http://i.imgur.com/F5b9zGq.png
Gear Menu: http://i.imgur.com/hYhV9KB.png
Health overview: http://i.imgur.com/XFLNDIm.png
Additional details: He's a gruff dude, who somehow survives everything the world throws at him.
Pawn #3 Mosnar: http://i.imgur.com/2fIVGNN.png
Without hat: http://i.imgur.com/1nIlBeU.png
Character Menu: http://i.imgur.com/mdPKJ3X.png
Gear Menu: http://i.imgur.com/veZhTHp.png
Health overview: http://i.imgur.com/9ZFckLi.png
Additional details: Skulky man, likes to smoke and snipe stuff with his rifle.
#5
Outdated / Re: [A15] Taiga Creatures - upd(2016/dec/3)
December 09, 2016, 02:47:59 PM
Think I've found a little oversight, namely that the megabadgers never seem to eat or hunt anything, their food bar just depletes and they move on from the map. Looking at their def file, they don't seem to be set as predators like other omnivore animals such as your black bear or martens for example.
#6
Releases / Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
December 09, 2016, 04:49:02 AM
Ah thank you, I loaded it into an existing game and there didn't seem to be any problems whatsoever.
#7
Releases / Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
December 08, 2016, 03:51:22 PM
Damn this looks awesome, real great work with the art and the new features look intriguing! I gotta ask though, will the mod be save compatible? Was planning to start a tribal playthrough and slowly convert my pawns once the mod came out, but I'll wait with it then if a new game is needed.
#8
Outdated / Re: [A15] MasterDihtung's Minor Mods and Mod Addons
October 19, 2016, 05:36:29 PM
These floors look really good, I'll definitely utilize some of them in my current playthrough (even if it forces me to turn to the devconsole for thr resources )
Mind if I ask btw, where are the stone chunk/stone wall graphics are from? Those look pretty cool as well.
Mind if I ask btw, where are the stone chunk/stone wall graphics are from? Those look pretty cool as well.
#9
Outdated / Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
October 13, 2016, 05:47:06 PM
I don't use it on Steam, but to the best of my knowledge, mods are located in D:\Games\Steam\SteamApps\workshop\content, and their folders are a string of numbers (such as '294100'), so it's a bit harder to find specific mods, but if you manage to locate them, search for 'Biomes_Moderate.xml' in Defs\BiomeDefs folder.
However, I suspect the mod devs have a better clue as to what the problem is here, I'm just basing this solution off of my experience.
However, I suspect the mod devs have a better clue as to what the problem is here, I'm just basing this solution off of my experience.
#10
Outdated / Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
October 13, 2016, 04:44:34 PMQuote from: Draegon on October 13, 2016, 03:52:32 PM
I LOVE this mod but it seems to be bugged when it comes to caravans. I've noticed that it gives errors like "Faction Smalltown-at-the-mountain of def outlander town has no usable PawnGroupMakers for parms (points=47 traderCaravan=True). It sometimes spawns them if I remove any rock around the edge of the map. I think the game keeps trying to spawn them weird, like inside mountains. I hate to bother you guys about this but caravans are how I make most of my silver XD
I had the same problem a while ago, spent about an evening fooling around in the load order. In the end, I put this mod to the front of the load order under Core, and deactivated any mods that had a 'BiomeDefs.xml' in them (I only had CatDiversity with it). This seemed to do the trick, not sure which part, but I'd advise you to try doing this.
#11
Unfinished / Re: [A15][WIP] Taiga Creatures
September 30, 2016, 09:27:26 AM
I have to say, these look really good (in-game too), they blend in perfectly with vanilla animals. Will definitely start in a boreal forest now with my next colony, keep up the good work!
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