4100+ hours
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#2
General Discussion / Re: Unfinished goods.
May 24, 2021, 03:59:28 PM
Right click on the unfinished item to prioritarise ?
#3
Unfinished / Re: [B18] Children and Pregnancy - v0.4e (2018/Jan/29)
September 27, 2018, 01:49:01 PM
Thanks for the update, but i got a glitch in my game, i suspect that comes from the tailor benches when clothes are made : impossible for the colonist to wear mantels then they all wait indefinatly.
[attachment deleted due to age]
[attachment deleted due to age]
#4
General Discussion / Re: Unstable build of 1.0 available
August 08, 2018, 11:01:50 AM
Storyteller: Phoebe
Difficulty: Merciless
Biome/hilliness: Desert
Commitment mode: Yes
Current colony age (days): 98
Hours played in the last 2 days: 2
Complete mod list: None
Ieds traps are now quite balanced for the price; but enemies now turn around every traps, like if they see them.
[attachment deleted due to age]
Difficulty: Merciless
Biome/hilliness: Desert
Commitment mode: Yes
Current colony age (days): 98
Hours played in the last 2 days: 2
Complete mod list: None
Ieds traps are now quite balanced for the price; but enemies now turn around every traps, like if they see them.
[attachment deleted due to age]
#5
General Discussion / Re: Unstable build of 1.0 available
August 05, 2018, 11:39:51 AM
Malaria also disappear from the health panel after medicine treatment.
#6
General Discussion / Re: Unstable build of 1.0 available
July 28, 2018, 09:28:50 AMQuote from: 5thHorseman on July 28, 2018, 08:14:33 AMQuote from: NagashUD on July 28, 2018, 08:00:40 AM
"Losing one eye now sets sight to 75%, not 50% (the same applies to ears and hearing)."
huh ?? i don't really understand, so losing both eyes reduce 50% of sight ? weird imo ...
No.
Lose one eye, have 75% of sight. Lose both, have 0% of sight. It makes more sense, because with only one eye you can't suddenly only see half as much.
Oh ok guys, i though losing an eye lowed 25% of sight so i badlly supposed losing both reduced 50%, my mistake ! thanks for the explaination !
#7
General Discussion / Re: Unstable build of 1.0 available
July 28, 2018, 08:00:40 AM
"Losing one eye now sets sight to 75%, not 50% (the same applies to ears and hearing)."
huh ?? i don't really understand, so losing both eyes reduce 50% of sight ? weird imo ...
huh ?? i don't really understand, so losing both eyes reduce 50% of sight ? weird imo ...
#8
General Discussion / Re: Unstable build of 1.0 available
July 27, 2018, 10:21:44 PMQuote from: Greep on July 27, 2018, 08:49:22 PM
They're pretty nice, but pre-nerf deadfalls was better than current IEDs, so probably intended. Now you have to progress to that stage where you have chemfuel in abundance.
I also have found that IEDs suck vs mechanoids, whereas earlier deadfalls simply wrecked them. So I'm definitely having a different experience.
yeah IED suxx indeed vs mech, but against raids you can make death way easy, chemfuel is not a rare ressource, research does not take long for the fuel generator
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#9
General Discussion / Re: Unstable build of 1.0 available
July 27, 2018, 08:43:57 PM
Hi Tynan, IED traps are too cheap, just surrounding/spamming them around the base is so effective, breaking the difficulty making the game way too easy, adding turrets and traps and raiders flees after 3-4 explosions.
Phoebee struggle survival
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Phoebee struggle survival
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#10
General Discussion / Re: Unstable build of 1.0 available
July 25, 2018, 12:49:58 PM
i really like the fact you can see now how many refugees enemies are chasing from !
#11
General Discussion / Re: Unstable build of 1.0 available
July 25, 2018, 11:39:48 AM
Hmm can't heal the pawn from escape pod, he heals himself before i do it
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[attachment deleted due to age]
#12
General Discussion / Re: Unstable build of 1.0 available
July 24, 2018, 12:47:13 AM
Here is the graph ( file is too big ...? )
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[attachment deleted due to age]
#13
General Discussion / Re: Unstable build of 1.0 available
July 24, 2018, 12:44:45 AM
Traps are more expensive and less afforfable, a bit more powerfull but i still prefer to rearm them imo.
Infestations are still OP.. 5 hives spawning around 30 insects on tribe start is gamekilling.. plus infections for everyone of course; gut worms and mental breaks.
Didn't survive long enough to try turrets (Phoebe survival struggle)
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Infestations are still OP.. 5 hives spawning around 30 insects on tribe start is gamekilling.. plus infections for everyone of course; gut worms and mental breaks.
Didn't survive long enough to try turrets (Phoebe survival struggle)
[attachment deleted due to age]
#14
General Discussion / Re: Unstable build of 1.0 available
July 23, 2018, 01:49:31 AM
Infestation reproduction rate should be reduce a bit imo, insects maybe nerf a little bit ? 10 explosives and incendiary traps, 2 turrets, plus 15 steel traps were not enough to stop the swarm (phoebe hard) ; day 183 (tribe start)
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[attachment deleted due to age]
#15
General Discussion / Re: Unstable build of 1.0 available
July 19, 2018, 07:38:41 AM
Hmmm i wanted to save a colonist from raiders, until i realized early game is impossible on harder difficulties (playing with tribes); enemies skill is average of 10 shooting/melee with steel helmets and flak jackets/vest (not sure if it's due to the last updates, but enemies raids are way more hard) **Phoebe hard**
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[attachment deleted due to age]