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Topics - publicuser

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AI equipped with the shield pack will deploy it when I shooting them, but they always walking outside of the effect of the shield and rush to me, then dead on my fire. Not only the guy who deploy it, but also teammates behind him. They walk into the shield pack and pass it without staying for a seconds.  It seems they just ignore the shield pack effect. It's a wrong behaviour

Bugs / [1.3.3287] Claim ruined furniture bug not fix completely
« on: March 01, 2022, 01:53:44 AM »
1.3.3287 fixed non-home maps claim ruined furniture bug, but it still works on Settle maps

1. Sending caravans to any places and settle
2. Claim ruined furnitures first, then open an Ancient Danger
3. If there are Mechanoids in it, hide yourself out of their sights
4. Mechanoids will run to claimed furnitures and destroy them
5. You can easily get stuff from Ancient Danger

Bugs / [All version] This bug makes Power switch useless
« on: February 18, 2022, 06:36:13 AM »
Build an unconnect Power conduit beside appliances, it is a perfect substitution of Power switch. You can remote switch on/off appliances by press Reconnect button without pawn walking to them and operating which Power switch do

Solution: Reconnect action should let pawn walk to the appliances and take times to finish one by one, instead of remote switch on/off. Different with Power switch, which provides an efficient way to control power to several appliances all at once

Bugs / [1.3.3200] Remote wake up mechanoids
« on: February 18, 2022, 05:26:35 AM »
When mechanoids are sleeping, just set crafting spot on any mechanoid, they can be waken up

It can be used when enemies attacking you, and pass by sleeping mechanoids, you can remote wake up mechanoids to attack them. You don't need to wake them up by closing them

Bugs / [1.3.3200] Stupid AI
« on: February 10, 2022, 10:18:35 PM »
1. Go to any AI base
2. Claim any furniture at the edge of the map
3. Shoot any base wall and run out of AI's sight
4. All the AI will run to the furniture and destroy it
5. You can steal any items from the base

1. After destroy the furniture, AI will back to the base, but you can claim another furniture and AI will run to it again. Claim furniture one by one, you will have enough time to get everything from the base
2. The same as when open an Ancient Danger

Bugs / [1.2.2900]The explosion can't wake the guards up
« on: February 13, 2021, 11:43:36 PM »
There are another 16 guards indoor, no one is woken up

This is a design or a bug?

Bugs / Capture anyone without hurting him/her
« on: April 28, 2020, 03:14:26 AM »
Use SKIP to teleport him/her to deep water and waiting him/her hungry dizzy, then teleport him/her out and capture without injured(both sides).

To avoid this, suggest to let people die when be teleported to deep water

Bugs / About long-range mineral scanner
« on: January 30, 2020, 05:48:43 AM »
Long-range mineral scanner cannot be built under roofs, but you can build it unroofed and add roofs after that.
Then the scanner can work under roofs

recent 2 updates just for 64-bit game, forget 32-bit ?

Mods / [MOD REQUEST] Electric blanket
« on: January 01, 2019, 12:22:17 AM »
Electric blanket: a small item against "sleeping in cold" debuff

Bugs / Molotov cocktails can burn beyond wall
« on: September 28, 2018, 03:54:58 AM »
Molotov cocktails can burn beyond wall, bug or not?

If not, we can use this to attack AI who dig the wall

[attachment deleted due to age]

Bugs / We can use "reconnect" to turn on/off electrical equipments
« on: September 28, 2018, 02:07:14 AM »
We can use "reconnect" to turn on/off electrical equipments without colonist operation

Just need to build one power conduit (not connect to your power system) beside electrical equipments, then you can click "reconnect" button to turn your electrical equipments on/off without colonist operation

Solution: Make reconnect need colonist operation

Bugs / AI will always attack unfinished walls first
« on: September 27, 2018, 07:05:33 AM »
Set an array of unfinished walls and forbidden them out of your base entrance. When AI attack you, the unfinished items will attract most of them, if they don't find people or turrets. So you can make many strategys to ambush them.

This is illogical. Imagine, if you want to attack a base, will you attack construction site(unfinished item) first? It doesn't make sense.

[attachment deleted due to age]

Bugs / We can make ambush not be triggered in item stash opportunity
« on: September 27, 2018, 12:52:32 AM »
As we all know, we may be ambushed in item stash opportunity, if we walk to the door.

But we can use sniper rifle or bolt-action rifle to attack walls or doors far away, then the ambush will never be triggered. When the wall or door broken, you can reforms your caravan without injured or died

Bugs / Carrying capacity
« on: August 03, 2018, 08:42:30 PM »
In Caravan, every people has its carrying capacity

But in map, people can haul big animals (like elephant)easily. It's unrealistic

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