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Messages - Sliderpro

#1
Releases / Re: [1.0] Smokeleaf Industry v1.12a
October 26, 2018, 07:27:36 AM
I look forward to it! :)
#2
Releases / Re: [1.0] Smokeleaf Industry v1.12a
October 24, 2018, 09:48:52 AM
By the way, the thing about space buckets I said above? Well I checked and space buckets add massive amount of wealth to the colony. I have 80 space buckets and room is 25k wealth..
#3
Releases / Re: [1.0] Smokeleaf Industry v1.12a
October 24, 2018, 08:14:06 AM
By the way it would be great to specify that pills give immunity to malaria and plague and for how long in the description, because it is quite easy to miss if you dont read very carefully. I didnt notice until I started reading config file even though it was in a game..
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Actually, I think you can make everything into drugs, eatables included. If we cant have them as food items without problems, why the hell not turn them into drugs instead? This way you can add whatever effects you REALLY want
#4
Releases / Re: [1.0] Smokeleaf Industry v1.12a
October 23, 2018, 12:34:52 PM
and there is one more thing. planters and space buckets are considered art for some reason in a sence they can be good, bad, legendary, etc.
#5
Releases / Re: [1.0] Smokeleaf Industry v1.12a
October 23, 2018, 12:29:24 PM
Quote from: larSyn on October 23, 2018, 08:28:19 AM
Quote from: Sliderpro on October 23, 2018, 07:40:05 AM
I am sorry, I am not a very clever person. But what is the point of smokeleaf consumables? they dont have a nutrient value! Basically its just.. recreation and x90% hunger rate and thats it?

No need to be sorry.  The consumables did have nutrient values in the beginning, but I had to remove them because animals would eat the stuff until they developed addictions and would vomit all over the place.  It was funny having dogs eating brownies at first, but that's not what I wanted them to do.  In the end the best solution I came up with was to have the consumables be drugs.  I tried a lot of different methods to fix it, including making them different food "desirability" levels, but the animals kept going for them.  If anyone knows a better way, I'm all ears.  I made them with the 90% hunger rate to kind of make it like the pawns are eating something to "hold them over" til it's time to eat for real. 
I dont have a solution to that, but you can make these consumables a bit more powerful in a way that they will have some sort of desirable effects. I remember some old food mod with that kind of things.
Like eat nutrileaf bar - get decent bonus to movespeed, eat de energy drink - lose a lot of movespeed but get a huge decrease in hunger rate, eat a cookie - get a lot of small bonuses to everything, movespeed, manipulation, metabolism. Eat candy - get strong good mood debuf and accuracy maybe. Something like that. This way consumables will be more desirable even without nutrition value
#6
Releases / Re: [1.0] Smokeleaf Industry v1.12a
October 23, 2018, 07:40:05 AM
I am sorry, I am not a very clever person. But what is the point of smokeleaf consumables? they dont have a nutrient value! Basically its just.. recreation and x90% hunger rate and thats it?
#7
Releases / Re: [1.0] Smokeleaf Industry v1.12a
October 23, 2018, 07:38:38 AM
infused medicine is considered glittertech if I am right so you have to allow glitterworld medicine treatment for your colonists.
#8
Releases / Re: [1.0][MODLIST] Glitter Tech
October 23, 2018, 06:47:34 AM
I like the mod very much and try to always get it on new versions, but the balancing issues above make it somewhat a joke and easy ride.
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If you are thinking about separating mod into smaller mods, The only good separation I can imagine is weapon pack. Weapons are so unbalanced that if you throw them out of the window, gameplay becomes somewhat OK.

And btw I just thought about it - why did you make your own armor, if vanilla game already has power armor? Nano suit, I mean. There is no need for it imo, maybe as a very expensive gimmick to buy and as a very rare drop for commandos (like commandos capitans or so). Otherwise just use vanilla power armor and reactive suit on top. If you like speed skin with +400% bonuses, the only decent way to do it is to price it at around 70k silver. Because of its bonuses and because it lasts forever... same with other armor
#9
Releases / Re: [1.0][MODLIST] Glitter Tech
October 23, 2018, 06:40:41 AM
Jesus, mod is still ridiculously unbalanced. Fire APB weapons are by far the most devastating thing ever with huge radius, great accuracy, no drawbacks or lengthy cooldowns, massive bursts and OHKO (if you are hit, you run from cover and die immediately).
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MRG pistol is still same close range nuke chaingun or sniper machinegun hybrid (revolver is 18 damage, and this guy has WAY better ROF and has almost double damage and accuracy)
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1 guy with OC defence rifle can stop 100 industrial level people no problems. I reduced accuracy, reduced burst to 4 from..TWELVE and increased cooldown to somewhat adequate levels. Bear in mind that vanilla light machine gun shoots 6 bullets to 26 cells and has 3.5 seconds interval between shoots. Your "rifle" shot 12 bullets to 30+ cells with around 1 second CD. And has like 2x accuracy. And costs around 1200 silver. That's completely broken weapon, at least name it Godslayer.
same with machine gun pistol
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Parts. Why make part 2x effective + 100% offset? You do understand that it is 250-300% part multiplier in the end? Take either 2x effectiveness or +100% offset. A single colonist with 2 advanced arms has around 500% manipulation...
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...And if you give them speed skin, this becomes around 900% manipulation. This is bonkers. Why speed skin and speed suit(? the lighter version) have such a massive difference? I can understand +10% movespeed, global workspeed and second suit being +25% or so (which I use) but 60% and 400%? and it only costs 5000 silver! not 50000!
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alpha poly and beta poly.
I like the concept,but there is one thing - when you start making alpha, you pretty much have beta. there is no progression between the two. And actually, alpha is way more advanced and usable then beta.

#10
Yeah antimatter reactor which produces how much?  ;D
#11
Lol never was dissapointed really  :) one of the most desirable mods currently
especially if you think about failure of C&C tiberium twilight  ;D
#12
Hello.
I am playing non-beta version and wish to share some feedback

First, crystals spread a little too early. They can start creating new crystals nearby roughly at 30-40% growth in any nearby space as I noticed and I believe this is too fast. Maybe crystals should grow to at least 70-80% to start spreading with current growth rate.

IMHO tiberium should not grow on ice, because tiberium = concentrated metals and stuff and ice sheets biome is ice floating on WATER, so.. it cant grow there you know? Its another story when tiberium asteroid crashes, because it carries some rocks with it and it should be able to grow in 1 cell radius, but not on the ice..

IMHO NOD is underwhelming... GDI have OP juggernaut artillery shells and Firestorm,while nod has.. like, nothing really? Plus juggernaut shells are OP a lot. They need at least some nerf. Both radius and damage imho.

No tanky aliens.

If there are any veins not connected to original veinhole, they can grow infinitely like tiberium, while in canon, veins ALWAYS have to be connected to the veinhole .
For example if there is a lot of terrain covered by veins and you shoot shell to separate veins from veinhole - they should die, because they are not connected. but they dont die and continue to spread
#13
Ideas / Re: Your Cheapest Ideas
April 05, 2018, 05:42:36 AM
Yeah, bruse and burns should be treated like "light injury" and light injuries should be treated by hand (maybe with piece of cloth and not glitterworld medicine)

Second - bruises and burns dont get people infected, unless its heavy burn which is different from light burn.

Third - why dont we get any reasonable xp in shooting or melee if we manually draft colonist and force them to attack say downed animals of enemies? we should, this may even be a bug

Fourth - Electric resistance is useless currently. At least make some electric weapons. Charge Rifle is best candidate for this btw 

Fifth - currently we have to draft colonists a lot. We REALLY need right click on enemies to attack them with auto-drafting. Now we have to click draft, right click on enemy and click on attack. Its whooping 3 clicks! Every time! Why not have just 1????
Why even we have drafting in the first place? I think it complicates more then it helps compared to simple right click to move right click to attack and button to hold position.
#14
Releases / Re: [B18] Psychology (2018-3-18)
April 02, 2018, 04:33:46 AM
Sometimes people get stuck with their activities, like "hanging out with someone" untill they collapse lol
Mayor gets stuck in his office in attending meeting activity and doesnt even eat food placed in the same room..
#15
Quote from: dubwise56 on March 31, 2018, 10:48:55 AM
i'll just remove the base heating part from the radiator description, its really not made for it, it was just a side effect, they are actually just mini cooling solutions for cramped bases or if you only need a small reactor setup like early game or something which is what i use them for
I quite like radiators in winter maps, because they are more space-efficient and less laggy then 10 heaters per each room  ::)