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Messages - BlueLance213

#1
Just because he got the game for free doesn't mean he pirated it. Just a small heads-up.

I also got it for free.
#2
From what I have read once you leave an outpost that's the end for it, there is no going back. There might be a mod for it but I havn't looked since I have never left my original landing zone.
#3
Quote from: Dukkha on March 02, 2017, 04:59:12 PM
Here's my favourite combat exploit that I can't wait to be fixed.

Position 1 or more gunners by your door that has enemies outside. Have another pawn open the door. As the door is opening move that pawn back into the base. During the open and close animation, enemies can't get in, and they never seem to fire at you. Meanwhile your gunners are free to fire through the opening. If you use a stone door, the slow animation can get you two volleys per round. It can be tedious to manage, but it's a very effective.

To add to this I find a lot of the time if the enemy are engaged trying to break a door after seeing a pawn go through it, you can just shoot them from outwise with another pawn as most of the time they seem to stay agroed on the pawn inside.
#4
Quote from: TerrorThomasCao on March 02, 2017, 09:17:41 PM
Yeah, it makes me kind of sad. I was going to shoot it down (takes forever with a 18 people colony) but the amount of time it's going to take 3 people to kill it will probably kill my colony. Going to restart and see if I can get it not in the middle of my base  :/

I usually get two people to shoot at them either at a distance if they don't have suits or point blank if they do, take about 3 days though of shooting from dusk till dawn, its a long process haha, I have over 20 colonists now with Tiberium protection suits so I dont have an issue now, Harvest the ones i need and destroy the ones I dont
#5
Quote from: TerrorThomasCao on March 02, 2017, 01:37:03 AM
I don't know if this is supposed to happen but in all 3 of my new colonies about 5-6 days in I got a red monolith, a blue monolith, a green crater, and a mutated tree all within 5 seconds...

I don't think is meant to happen haha its just down to luck at that point, the best shot I had is when a meteor fell and it gave me enough resources to make the station and research it.
#6
Mods / [Mod Request] Parasitic Animal
February 28, 2017, 09:01:17 AM
Hello, I was just hoping that there would be a mod that would add an animal in that is parasitic, either to pawns or other animals, in the end it is an extraterrestrial planet and I think it would be cool to have an animal that is parasitic through part of its life, or throughout its whole life.

Four stage Parasite

Stage 1 - Parasite Egg
Stage 2 - Feeding Stage
Stage 3 - Cocoon Stage
Stage 4 - Adult Stage

An example would be a Parasite Egg can be "Inserted into a patient" I.e the poor sod you have as a prisoner, and it can be left to incubate using maybe the same sort of function as a disease, If immunity wins the parasite dies (Possibly at the cost of the attached area which can be random) If the parasite wins it kills and consumes the Pawn and forms a Cocoon where it undergoes a transformation, During this transformation phase a Pawn can try to "Tame" it by keeping it company or something similar and if they are successful the Parasite will follow this person as their bonded pet. If they are unsuccessful by the time it hatches it becomes an aggressive animal which seeks out prey.

As an adult it can lay eggs on downed victims (Similar to when planted by a doctor) how often is a mystery, and it will only consume corpses of animals whether rotten or not. If the animal is not fed it will become more aggressive over time eventually lashing out.

If the parasite lays an egg on an animal it will look different than if it were on a Pawn.

If this would be at all possible to make that would be awesome, As I feel other than capturing and eventually convincing Pawns to join you there is no other benefit/risk to capturing even the risk of a prison break is subsided by having separate cells, stronger walls etc.
#7
I experienced this issue yesterday and it bummed out my mood and made me stop playing as I have 3 seperate power grids which unfortunately overlap now, but this mod, has saved my life and I will be downloading it.
#8
Ideas / Re: Nonlethal Alternatives/Aiming
February 27, 2017, 11:33:10 AM
Quote from: Limdood on February 27, 2017, 11:30:07 AM
Except....its more along the lines of "My friend is having a mental break, AND IS COMING AT ME WITH SINGLEMINDED INTENT TO KILL ME! OMG OMG OMG OMG I BETTER DO SOMETHING!"

When you're swinging at someone with intent to subdue WHILE they're attempting to KILL YOU, yeah, aiming is a bit under "keep them from killing me" on the priority list.

Almost wet myself laughing at that XD

Unfortunately even a single punch can kill someone if it hits the right place, again goes with shooting their legs, those arteries are no joke, burst one of them and its game over unless you are lucky.
#9
I think they attack structures if a structure attackes them i.e turrets, because I have had them land next to my base before and they shot the walls down, but otherwise I havnt had them shoot any walls except in raids like you said.
#10
Quote from: bobucles on February 27, 2017, 10:21:08 AM
QuoteJust call caravans for red crystals
Then you have to wait 4 days for a caravan that might not have a red crystal, then wait 8 days for the cooldown to the next carvan. Tiberium can run rampant in less than a month! That's also assuming you have the Comm console, which is another step of research.

I am not sure if your settings are different from mine but it only takes me ~2 days to get a trade to arrive from the time i call it, and then ~1 day from the time it leaves to recall it. Plus you are usually always friendly with two factions at the beginning.

I play with only this mod, Randy Random on the third hardest difficulty, Not sure if me being in a temperate forest affects it but I am on an island haha
#11
Ideas / Re: Nonlethal Alternatives/Aiming
February 27, 2017, 08:59:56 AM
I used to have the same problem, but now I cant even get a minor break let alone a major one.

Although before that I had a solution to your problem, Get 2 colonists with no weapons to suppress the unruly individual, but you need to make sure they dont have ridiculous melee or enhanced arms etc. They will usually down the Pawn without any serious injury that isnt recoverable and they usually suffer minor bruising.

This will work even if they are wielding a gun etc because they will engage in CQC when a pawn is directly in front of them. Unless they have a melee weapon.
#12
I have also had it happen but it was due to two of them having a fight and one killed the other, I lost 100 faction points and gained 15 back after the other guy I rescued slowly....very slowly walked off of the map, Thankfully even when in the negative they would still trade with me at a whopping 600 gold.

But on the other hand I have had one groups boomalope die in my base and it killed their Mufallo which dropped all their goodies and I lost 0 faction points, they even sat and watched things burn.

So in all fairness it seems to really be a hit and miss, since both times my group wasnt responsible, and one time they were punished whilst the other they wernt.
#13
To add to the poison/psychic ship, I always find that i can send one sniper out and get them to shoot the ship, the Mechs come out but do not agro as the sniper is out of range, the Mechs just sit walking about the same area all I do is tell my sniper to attack any centipedes and because he misses he usually kills everything else before killing the centipede. So far it has worked everytime and I only need 1 Pawn with a weapon to go there. So far this has always been the case for me.
#14
I dont know if its really part of your plans, but what about injecting prisoners with a Tiberium Serum, to create an mindless monster? or create a Super-Human like Nod? Like a hit and a miss maybe if the superhumans are powerful they lose certain skills like being a doctor etc?
#15
Quote from: Telefonmast on February 23, 2017, 11:14:50 AM
Simple Tiberium meds, cure infection.

Instead of meds to cure it wouldnt it be better to have the corruption spread/consume the body and have the medicine slow/stop this but never actually cure it? That way early game amputation is required if your pawn gets infected or you risk it spreading and eventually killing the pawn, and in the late game you can slow/stop the disease but never remove it. That way the infection will always be a fear factor otherwise people will just not bother with the suits, let their pawn be infected and then cure them afterwards unless you would make it as rare as glitterworld medicine.