Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - PKGameOnly

#1
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 16, 2016, 08:20:56 PM
Sorry been searching this forum for all the mods I would like for a new game and came across this one.  don't have time anymore to read all 41 pages of comments to find if this was answered before, but looking thru this mod it as a lot of different mods attached to it.  What if I don't want a certain mod to be activated when I go to play, like say the "The backstory" or "The Mechaniod Terraformer" can I turn that particular mod off and keep/select the mods I want loaded?  What if I want "Hospitiality" or "The Romance" mod can I still add these?

Thanks
#2
Thanks for the Mod.  I was hoping to not only have to buy these animals from traders when the decide to come calling and I have no money to pay for them. :)
#3
Quote from: skullywag on March 09, 2015, 04:33:23 PM
bean bag shotgun added to non lethals. Uses the stun damagedef. My point for this was to allow you to hold a pawn in place while your tazer/stungun squad go get close. Basically a more accurate less area effect sun grenade. Ive also tweaked the stungun and tazer, expect them to be much more consistant (slightly less OP) in terms of incapping, about 3 hits will take down most stuff. Im still not sure on the stungun needing a few hits as it has a long warmup...ill probaby redo this at some point.

I love the fact that I am able to get non lethal weapons into my game, but I would rather prefer the Stun Gun to work the first time.  I have never heard of a stun gun not working unless the (human) was on drugs or very very large body type that would take more than 1 stunning to get him down.  Stun guns should not be considered OP at least not if you want to capture a person, some enemies are not work capturing if when you get them back home you find out that they are 99% diff to recruit.

My Question to you Skully is "is there a way I for my own personal game get those numbers up so the stun works 100% all the time"?   Bean bags I am ok in not working all the time, but I would like to see the stun always be accurate IMO.
#4
Mods / Re: [Mod Request] Nonlethal weapons
March 12, 2015, 11:01:33 AM
Quote from: skullywag on March 09, 2015, 01:28:18 PM
Im gonna be doing more work on non lethals soon. Ive built up a good size backlog of stuff i want to implement so bow is a good time to add then.

So Skully are you done with your mods and are they ranged or non ranged incap weapons, and what did you call it so I can go read all about it.  Would love to have something like this as I would like to have this so I can cause less trauma to my enemy all the while trying to capture them so I can "enslave" I mean recruit them.
#5
Mods / Re: Mod Complete: Distilled Xerigium 1.1
March 12, 2015, 10:55:51 AM
Yea, the level 10 medical person is a rare site unless you use Edb Prepare Carefully and create one before you start the game, as the only people with that high a skill will the old people and they come with various medical problems that make them very slow and frail and lowers their global work speed.  Maybe some tweek there to lower it some to say Skill 8, but you never know what the others players think about the long wait to level up a medic.
#6
Yes as someone already pointed out the Assassin is the worst colonist ever.  I never knew why everyone was so excited about someone who could shoot and would pick an assassin as one of their members because they had shooting 12 or so.  Because it seems the game mechanism seems to be that your guys are horrible shooters no matter if they have level 20 skill but the raiders/tribes with level 5 or 0 can shoot you dead from across the way single bullet.  I dont put assassins in my colony as they cant do nothing for me, cant grow, clean, haul. and if you can do any of that to benefit the colony then I dont take you.  So Nobles, Pestguard and some Deathjacks they dont always get spots in my colony above sex slaves, settlers, & engineers.
#7
General Discussion / Re: High expectations
March 10, 2015, 03:27:40 PM
I dont understand the "High Expectation" debuff.  How would a player ever counter act this?  Are the colonist expecting to have gold block building their walls, and gold table in the dining room, and gold or silver weapons, ?  What?  Just because your stock pile has many items in it and your combined wealth is over 200k, dont mean you are wealthy or should expect slaves to follow you around fanning you and offering you grapes from their hands.  What is the reasonable expectation that the colonist want when they think about "High Expectation" ?
#8
General Discussion / Re: Brain Damage
March 10, 2015, 02:41:22 PM
I dont mind the brain damage aspect of the game.  And if it is your best doctor, well as someone said earlier, dont put him in the line of fire.  I for one do not arm my doctor (he has a melee weapon for those rare/freq animal attacks), and I always leave him behind in the med bay behind locked doors so that he cannot escape/time out and try to do stupid stuff and get shot.  Since bad surgery is in the game now, I dont want my wounded guys with a foot missing to also, thru bad doctoring, get his arm removed because the clumsy doc dont know an arm from a leg.
#9
By saying trees cant grow in deserts and tundra does limits your ability to erect items quickly. Dont forget building out of wood is faster than building out of stone or other materials, especially when you trying to plug a whole made from mortar fires, quickly build a prisoner room so that guy dont die on you before its all done, etc.  I am also positive that building materials in desert and tundra is what is found in that area.  So Sand as a building material, nylon (although that would be something that is "dropped from the heavens") and soft snow compacted to make an igloo.  If the Devs are going for more realistic environment, then not just 1 or 2 of the elements of the different biomes should be considered, but it should be way more similar in comparison.   

I for one liked the fantasy of "Rimworld" where anything was more possible than not.  Of course the other option could be in the same way as we pick our area to land with the different levels of rain fall, or large or small hills, what minerals are on the ground; the Tree finding ability could also be something we have to pick, small forest, large forest, thin tree line, not trees, or infrequent trees.
#10
It also seems very strange that we cant carry a med kit around with us in our inventory (like the door key) so that we can make on the spot repair/tend to wounded comrades.  Has it stands now they bleed out so fast that you cant get them back to base to heal them up and what if it was your doctor that was injured, well you are SOL to save him.  We have the inventory space/back pack, please use it for something other than door key and gold/silver and the occasional package survival meal. 
#11
General Discussion / Re: Wind Turbines
February 20, 2015, 04:33:17 PM
My two cents is that the wind turbines are 70% useless.  They were a new item in A8 to balance between the solar and geo genny, now they have fallen behind solar as the worst power source not a middle plan.  And now in A9 geo genny has become a rare item to be found on any map and if you do get a map with a genny, it is like only 2 per map size.  So far I have not been happy with the power issues I face with my colony, but I have not done 10 or more colony in the new Alpha but so far they are so infrequent it is pointless to look for them and so your only option is to use Solar and lots of batteries for the ever present flare and eclipse (not random any more).   I dont understand why it was nerfed so hard to the negative, but this is why we come here to alert the powers that be as to what is happening in game and see if it cant be nerfed back a little more to the positive side. 

I am from an island and even on my island, we have wind blowing at night and during the day and greatly when there is a thunderstorm (hurricane actually), so island rely greatly on wind since they are not flat and wind currents are best when there is mountains and valleys as the current comes off those items and pick up speed.  But maybe I am wrong, I am sure someone will correct me.  My opinion is that I would like to see wind become the 2 best choice for power as it was intended, I guess.
#12
@Timber the game only becomes too easy  if you have traders coming every week.  I for one dont get the privilege of getting a trader to come but once a month and then its the food trader.  I guess the trader mod might be helpful, but if you dont have that installed then your games on hard or challenge get frustrating as you cant rebuild if you dont have any metal ore, which by chance, I have very little on my rimworld it seems I have mostly sandstone, which is not worth mining. 

This mod is my fav if only I could find out how to see my colonist health/status bar in numbers instead of bar graph.  Or even their threshold bar in numbers, it kind of confuses me sometimes when I look at the bar especially of prisoners whether or not they will break, join or stand still.

And someone needs to bring back beating, rough up as action I can do with prisoners, my gosh, they sometimes refuse to join, those 99% ones, well they need a beating to bring them over, nothing like a good spanking to get you to see right.
#13
Oh I do agree, I remember trying to get my colonist colored royal beds made out of cloth and it took me like 4 months of them sleeping on sleeping spots before that happens.  Sometimes the benefits dont fit the product to be purchased.  Tweaking the mod a bit to up the metal to say 15 per and 2 wood might be a good compromise, but remember not everyone in your colony will be a constructor or miner, and if everyone had these mod equip/weapons, then in a real fight with say mech, you have to pause the game, have all your 10+ colonist run to gun pile and equip with weapons that shoot bullet, to kill these mechs, and dont let it be a drop in on your beacon stock pile. Not very useable for weapons in all cases and tiresome to change over in panic time.
#14
Did I just read that you added "Padded Sleeping Spots", you mean my first 3 guys and any unexpected prisoners dont have to sleep on the bear ground/dirt/grass and get stuff up their you know what anymore.  They will actually have a softer night's rest until the royal beds are built. I will raise my glass to you when I unable the old mod version and redownload the new version.  Oh please god dont let the "cotton fiber (hope cotton fibre is diff from cloth) take 2 months to manufacture   :P
#15
Outdated / Re: [MOD] (Alpha 7) Modular Tables (v.1.2)
October 10, 2014, 10:17:09 AM
I have not looked at this mod yet, but can someone tell me how much wood or metal it would take to build one with the stools.  If it cost way less than the square table and stool set, then it would be great to put in your prison cells so the prisoners, dont eat off the ground and have that negative effect and get recruited faster.