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Messages - Littlemule

#1
Help / Re: Modifying weapon values?
December 07, 2013, 04:43:35 PM
I found this too, I worked out that by looking at the M16's burst value (which was editable) I was able to translate that to the uzi which had no editable burst value. You have to actually change one of the tab settings from the default setting in Reflexil.  I'll post some pics when I'm home
#2
Help / Re: modifying turret weapon
December 02, 2013, 11:54:57 PM
How to change the weapon the turret uses, I've found the Building_Turret and Building_TurretGun. Inside building_turretgun is the line gunname : string and in the reflexil program is the tab : constant (Gun_M24Rifle) changing this doesn't change the gun the turret uses ingame though
#3
Help / Re: modifying turret weapon
December 02, 2013, 10:55:04 PM
Yes but I'm still looking though so any help is appreciated :)

I've got no problem editing (already created an MP4 assault rifle hehe fun) just finding that this particular turret code is evading me annoying....
#4
Help / modifying turret weapon
December 02, 2013, 09:24:46 PM
Can anyone help me with finding how to modify the turret weapon from LMG_15 to another type

I've got this far :



but this value doesn't change the turret type in game

Thanks

[attachment deleted by admin: too old]
#5
Help / Re: Modifying weapon values?
November 30, 2013, 06:32:53 AM
Hi I'm at this point too using the reflexil plugin too, once here how is it possible to edit the values to the particular weapons ? Sorry if that is alittle vague any help would be good.
#6
Quote from: Tynan on November 22, 2013, 02:43:25 AMAlso, thinking about this more, it occurs to me that there may be a solution. You could send colonists on a quest. They leave. Several days pass. Partway through that, we freeze the colony map and go to a new map where your questing colonists are attacking a fort or something. You play that out to resolution. Then you go back to the colony map and continue playing until the colonists return and arrive. This solves the double-time problem. It's reasonably feasible. However, when people can't even cook food yet, it's a rather low priority 

To me an option to expand the boundaries of the map is not from going down but out, this is from a suggestion that Ty said and that was to have secondary maps.  In that when you exited the main map it would freeze the main map and render a new map and once finished it would reload the original. He seemed to think that this would be an easy task. ..
I'm not sure what tread this was in maybe in suggestions/my issue with games like this I think

but as he said in the last part of his quote it is rather low on the priority as he is atm adding more content cooking, hunting? etc...
#7
Ideas / Re: New activities for Raiders
November 25, 2013, 06:35:46 PM
Bounty hunters - they are well equipped with high end weapons  in one or two man teams they could be there to capture a specific colonist (say a noble - family hired bounty hunter to bring him/her back) or capture one of your assassin colinists to face his past employers, marine - say he was awol and the military hired the bounty hunter to return him for interrogation, scientist - kidnapped for valuable research he knows
#8
Ideas / Second wind colony
November 23, 2013, 04:18:37 AM
Quote from: Mazhon on November 23, 2013, 02:50:13 AM
Howdy.
So my colony got killed on like day 20, but I thought it would be interesting to see what would happen if I just kept on going for as long as it was still interesting. It's now day 52, and raiders have shown up, kept burning my ruins, and left. Travellers have walked on past, and crashed survivors have just died out in the wild.

I was reading a post from Mazhon and I thought that once a colony was overrun and burnt out by raiders that any lone drifters that wandered through could resettle the left over ruins....or another take on it could be you start another colony roll three new colonists and the back story is the same but the three crash survivors wander around first then stumble on the ruin

The beginning caption would read instead of "you wake to the sounds of tearing metal....." but instead "upon waking to flashing lights and sounding sirens your ship begins to brake apart in orbit and you escape with some fellow passengers, you have been wandering around for countless days now and after following a stream of smoke on the horizon you have chanced on a failed settlement of what seems to be survivors of your ship !!!"

also there could be some left over pistols or a shotgun and dead colonist bodies here and there

I'd like to play this scenario anyone else :)
#9
Ideas / Re: Got an idea for a Storyteller incident?
November 18, 2013, 06:34:27 AM
A thought for a storyteller incident

● small localised meteor shower or debris falling from your ship breaking up

Something that I thought would tie into the story well maybe.....

The meteors could do damage to solar panels, buildings, Muffalo herds or Raiders (haha) or colonists (maybe not as popular though) etc maybe even yield a small bit of metal too

There could be a short warning -Detected a small meteor shower begining- (like solar flares) so that you could get your colonists in safely

I could just see Randy Random bringing a meteor shower as a raid starts damaging solar panels and shutting down a turret haha

dam you Randy Random RrRrrrrrr....
#10
Ideas / Storyteller Francis frugal
November 18, 2013, 06:11:45 AM
How about this for a storyteller Francis frugal

The idea would be that it follows the general theme of Randy Random but with these exceptions :

  ● Raiders are less frequent

  ● resources are more limited

  ● guns less likely to spawn

  ● trading ships less common or with less resources

  ● refugees same frequency

  ● same level of random events

gives the feeling of more of a survivalist sparse wilderness for those that want it ?
#11
Ideas / Re: Tactical engine expansion
November 18, 2013, 01:18:08 AM
If one of you're colonists was pinned down with suppresion fire you could break suppression fire with covering fire

e.g. One of your colonists is pinned by Sniper fire so you send in a another colonist to suppress the Sniper. All the while sending another colonists with an M24 to snipe at the original raider.

I think being able to flank the raiders would add an interesting mechanic to the combat too by adding that fear element to the raiders by being surrounded.

E.g extended suppresion fire results in the raider fleeing only to run into your flanking colonists
#12
Ideas / Re: Suppression fire - pinned down
November 17, 2013, 11:27:35 PM
Another idea would be fear, individual raiders fleeing once pinned instead of all the raiders fleeing at once as being pinned down and not being able to move is a frightening experience ?
#13
Ideas / Re: Suppression fire - pinned down
November 17, 2013, 11:13:01 PM
The use of covering fire would be to allow your colonists to move and flank the defensive raiders positions while suppreision  fire acts to lower the accuracy of the raiders as they are pinned behind cover unable to effectively aim
#14
Ideas / Re: Enemies: Suggestion & Discussion Thread
November 14, 2013, 08:53:21 PM
Name: Desert Wolf
Type: Indigenous pack animal
Weapon(s): Melee
Damage: 6-10
Range: Close combat
Speed: normal
Weapon type: claw/teeth
Description: Skavenger, hunts at night
Special Abilities: Pack hunter, night vision

A terror for those colonists that are insomniacs and work at night :)
#15
Ideas / Suppression fire - pinned down
November 14, 2013, 08:14:34 PM
Quote from: Tynan on November 05, 2013, 07:18:01
"my planned solution basically involves siege tactics that require players to send colonists out to take down camping groups of raiders who are bombarding them with artillery and somesuch. Take it from a defensive game to an offensive one"

I had thought about how to slow raiders maddening rush of your defenses... Maybe they could be pinned down under suppressing fire from your colonists when two or more colonists fire upon one target ? Maybe an area of effect maybe 5-6 tiles ?

The Idea of your colonists camping with M24's or lee Enfields and pinning 5 or 6 raiders as your colonists move to flank them with R4's/M16's is exciting I think - mental images of raiders getting head shot comes to mind.
Like in the westerns when a lone snipers is taking out bandits from a high vantage point  ;D

It would act like when you stun raiders but they would be unable to move quickly/at all due to having to find cover in between shots.

I don't know but to me it would add an interesting depth to the gunfighting mechanic

what does everyone think ?