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Messages - Hungry Colonist

#1
Releases / Re: [A17] Psychology (2017-7-16 v2)
August 28, 2017, 04:06:17 PM
Quote from: afrosammy00 on August 28, 2017, 03:27:17 PM
I don't think my colony has conducted a vote for Mayor. Does it go by a 365 day year, or an ingame year of 90 days? How can I find who my mayor is, in case I missed the vote somehow?

They get elections every fall and it's in game time.
A message pops up saying your colony is about to have an election days before they go to a room to vote, so there's no way you could miss that.

Try using dev mode and looking for unknown ancient dangers in your map. If there's one, destroy the enemies in it. For some reason elections don't start if you have an ancient danger still on the map.

The mayor will have "mayor" in their name once they are elected.

#2
Releases / Re: [A17] Psychology (2017-7-16 v2)
August 28, 2017, 10:58:32 AM
Quote
Works with the first character (it saves properly) but start giving this error when trying to save subsequent pawns.

Yep. I got that error too, but it was an older version of Psych and Edb.
I just closed the error messages, I created 7  characters and they all saved properly even tho I had the error.
It was just an annoying thing.
#3
Releases / Re: [A17] Psychology (2017-7-16 v2)
August 26, 2017, 12:48:38 PM
Quote from: code99xx on August 26, 2017, 11:36:32 AM
Hi,

I hope you guys can help me, i want to start a new game with mods, i have downloaded a lot of mods and im having all sort of issues (to be expected) and ive been trying to narrow down the mods that are causing problems and one of the mods seems to be this one.


I'd take a look at those trait mods you have. I'm not sure, but I use psychology with a ton of mods, however none of them affecting pawns personalities except psychology.

I always load psychology last, don't know if it makes a difference, but I never got any errors related to psychology.

That's just my 2 cents, the mod author can help you better.
#4
Stories / Re: The luckiest little Muffalo.
August 25, 2017, 08:52:31 AM
Quote from: Oblitus on August 25, 2017, 06:32:46 AM
The real questions here - how do anyone know which animals are tamed and why they prioritize attacking animals.

We need a mod for that, it's kinda stupid...

I had a bear tamed on the other side of the map (I play on the largest) and raiders just took the time to go there and injure him, so they could come back to attack my base feeling accomplished...

I'm not complaining about game mechanics boys (kinda tbh)
I left the bear there for "testing purposes"
#5
Outdated / Re: [A17] Simple Rubber Bullets Mod
August 24, 2017, 01:03:55 PM
Quote
Dude. Think bigger. Rubber minigun for prison riots.
OMFG you're insane!
Rubber grenades anyone? That would be a BLAST!!! :'D



Quote
And thanks for the patching tip! I'm actually not using XML for anything but the keybinding, instead using dynamic def editing in C# (useful so player only fires rubber bullets, not raiders too).

You're welcome!

I have no problems with raiders firing rubber bullets too, but if I was a raider I wouldn't use rubber bullets if it wasn't for kidnapping porpuses (even then I think I'd just shoot the leg or something, OMG I'm thinking like them x-x)

Let me know if you need any ideas or help with textures.
#6
Outdated / Re: [A17] Simple Rubber Bullets Mod
August 24, 2017, 12:38:00 PM
Very interesting idea. A rubber shotgun would be nice (kinda like a crowd control thing).

About the CE compatibility, you can use patches as far as I know. I think it would be easier to just add the rubber guns and make a patch, rather then make a patch for every weapon to use rubber ammo.

You can just copy the already existing gun textures and just change them a bit (if you are not willing to make your own), or not change them at all and just put a different name for the weapon description.
#7
Outdated / Re: [A17] Jibbles Modlist
August 22, 2017, 08:17:19 AM
Quote from: Canute on August 22, 2017, 02:07:30 AM
Like jibbles said before, look at the mining helmets !
https://ludeon.com/forums/index.php?topic=14711.msg153940#msg153940
Yeah, I already had been using them before I made my post, I'm asking for something different.

Let's just say I don't want every colonist wearing a mining helmet just for light. It's kinda weird, honestly.
#8
Outdated / Re: [A17] Jibbles Modlist
August 21, 2017, 07:45:05 PM
QuoteDo you specifically want flashlights? There are miner helmets and bunch of other lights mods out there. I was contemplating on making lanterns, glowsticks, maybe equipable torches for realistic darkness.  It may be some time if I decide to make those items though as I want to make some improvements for the extinguisher.

Yeah, flashlights with a directional light cone would be amazing. It could be pointing towards the direction the colonist is walking, or even point towards your mouse when you draft the colonist.  ;D

But lanterns, glowsticks, and equipable torches would be fantastic as well.
#9
Outdated / Re: [A17] Jabbamonkey's Textures
August 20, 2017, 02:04:21 AM
Awesome art textures man! The UI icons are also better to look at.

Dat bulldozer tho  ::)
#10
Outdated / Re: [A17] Jibbles Modlist
August 20, 2017, 01:44:59 AM
Finally a firestinguisher, I waited so long for it. Thank you!

Oh and the brittle pillar seems like a funny one, will give it a try.

Could you make a flashlight mod?
Similar to the flashlights guards use in Prison Architect. Would be really cool to use it with Realistic Darkness.
#11
Quote
That's not how guns should work.

For example, I'm doing a huge weapon mod. Hundreds. For this problem you're describing, I'm simply making tiers and dividing in categories. Not every time you get a higher tier weapon it means they're 100% better in every way; it simply means that, on average, their stats will be better than a lower tier weapon.
I don't know if you understood what I said exactly. The approach your taking can work if your weapons are as simplified as the base game.

But with CE, I can take a M1911 or P7 and recall in my head what caliber they use, how they perform, if I use them.

One doesn't need to be better then the other, they both do their thing. It doesn't  necessarily make it easier if they are named Tier I Pistol and Tier II Pistol. Just sticking (pistol) after their names would be enough to make it easier for people who don't know/care about gun names.
#12
Quote from: Lupin III on August 19, 2017, 02:42:06 PM
Quote from: Hungry Colonist on August 17, 2017, 05:41:38 PMYou came here to download a mod called Combat ->Extended<- and that's what you're getting.
You are right it's called "combat extended", and not "learn your guns". I install this mod, because the combat mechanics of the base game are lacking, to say the least, and not to learn random character and number combinations. Those names don't add anything to combat, but make the game tedious whenever you have to deal with guns, be it manufacturing, equipping, buying/selling and scrapping.
My point is, the base game has only one kind of gun for each functionality (AKA only 1 assault rifle, 1 scoped rifle, 1 pistol, etc) so it makes sense not to give the guns specific model names, because it's not really needed.
But CE has different guns with the same purpose in mind, which in turn makes sense to differ them by their names.

He can't name every pistol just "pistol" because there's more than one in the mod, the same goes for every other gun added by the mod. And naming them "american assault rifle, russian sniper rifle" etc, would just be cluttering the already kinda long gun description.

Sure, some abbreviations would be nice for helping the "not gun nuts" identify what weapon it is, so you know what kind of gun you're gonna make when you have never seem that gun in the game.

The thing that needs some better explanation is the production tab.
#13
Quote from: Element4ry on August 17, 2017, 05:44:15 PM
I can't see the problem with the proper gun description. Just learn what is what and problem solves itself. I found this mod great so far and I was pleased to see original guns names. After a while I showed mod to my girlfriend, and even she knowing only which end of a gun is dangerous didn't had issues with that. With proper gun names you can also google that and actually learn stuff about real guns that way. I'd call it win-win situation.
Absolutely.
#14
Or you could just get used to the weapons real life names. Jesus Christ people, it's not that hard. It's not like the mod has 200 weapons anyway. You came here to download a mod called Combat ->Extended<- and that's what you're getting. I think the autor should focus more on improving the loadout system and fixing issues, rather then spend his time bothering about weapon names that AFAIK are accurate. Their names represent what they are in the game models. It's not like that is rocket science anyway.

Would be great to have something like:
"m24 (sniper rifle)"
"m240b (machine gun)"
Instead of just their names on the machining table recipes, to help you know what kind of weapon you are making. But having them named:
x-machine gun
x-heavy machine gun
x-sniper
x-anti tank sniper
x-pistol
x-oh yeah another pistol
x-semi auto pistol?
Wouldn't help in any way. As you have absolutely no fucking clue what the heck the weapon is.
And as the mod adds new weapons it's gonna become even more ridiculous. That's why people don't name guns like: pistol, auto pistol, pistol 1.2, pistol 1.2 scope edition, etc. It get's even more confusing.
#15
Quote from: Epishade on July 15, 2017, 04:02:52 PM
A lot of times after a battle, particularly with tribals, I'll have guys with guns that, after hauling away all their loot, pick up their shields and keep them in their inventory.  Then they're not able to shoot their weapons by the time the next attack comes because I didn't notice that they picked them up.

Aside from micromanaging my guys so that I watch them pick up the shield, haul it, then drop it in the stockpile and I immediately forbid it, is there any way I can stop them from automatically equipping shields?
Assign them to an outfit without shield. Shields are considered apparel.