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Messages - Omega12

#1
Outdated / Re: [MOD] (Alpha 8) Wizardry Mod (0.1.5)
January 05, 2015, 08:39:56 PM
Is anyone else experiencing their colonists disappearing when using Items from the mod? Ill need to try to fix it...
#2
Outdated / Re: [MOD] (Alpha 8) Wizardry Mod (0.1.4)
January 04, 2015, 09:06:00 PM
As in you can switch between it X and XX? And do EMP grenades only work on Mechs?
#3
Outdated / Re: [MOD] (Alpha 8) Wizardry Mod (0.1.4)
January 04, 2015, 04:01:09 PM
Quote from: Iwillbenicetou on January 04, 2015, 03:42:56 PM
Either that or set the electric wand to have an EMP effect. :P

It did have an EMP effect at first, but it never hurt anything like I couldn't hunt with it, so I just put it to Damage type Bomb. EMP grenades don't work either.
#4
Outdated / Re: [MOD] (Alpha 8) Wizardry Mod (0.1.3)
January 04, 2015, 01:12:13 PM
Okay, thanks for all your help btw XD
#5
The mod look sawesome! im gonna give it a try :D
#6
Outdated / Re: [MOD] (Alpha 8) Wizardry Mod (0.1.3)
January 04, 2015, 01:03:23 AM
And Alchemy is Potion brewing?

-Edit-

Anyone have some kind of awesome texture maker XD these clothing textures are getting the best of me....
#7
Outdated / Re: [MOD] (Alpha 8) Wizardry Mod (0.1.3)
January 03, 2015, 08:47:52 PM
Ah okay. I see, I see. Transmutation, eh? sounds pretty cool! And yea, all of that stuff sounds pretty cool. It will all probably take a while, but I'll continue trying and maybe I will be able to find out .dll's!
#8
Outdated / Re: [MOD] (Alpha 8) Wizardry Mod (0.1.3)
January 03, 2015, 08:00:23 PM
Do they wear off or would it be a costly investment but last forever?
#9
Outdated / Re: [MOD] (Alpha 8) Wizardry Mod (0.1.3)
January 03, 2015, 07:38:41 PM
So like a Sigil of Healing?

And Runes are objects, yes?

-Edit-

Also, Is the black mages hat even black?
#10
Outdated / Re: [MOD] (Alpha 8) Wizardry Mod (0.1.3)
January 03, 2015, 07:33:53 PM
Runes? yeah I could try that!

Sigils....Cant say ive heard of those, I can read up on 'em.
#11
Outdated / Re: [MOD] (Alpha 8) Wizardry Mod (0.1.3)
January 03, 2015, 06:24:35 PM
Quote from: HBKRKO619 on January 03, 2015, 05:06:50 PM
Final Fantasy :happy: xD

Usually, the white mage is dedicated to heal. The black one to inflict big damage (fire, ice, thunder) and the red one is a sort of mix between physical and magic damage (worse than the white and black in magic, better in physic but less than a pure warrior).

Lol wut.
#12
Outdated / Re: [MOD] (Alpha 8) Wizardry Mod (0.1.3)
January 03, 2015, 04:44:13 PM
Quote from: Shinzy on January 03, 2015, 04:15:49 PM
Quote from: Omega12 on January 03, 2015, 01:30:15 PM
I can get to work on the Mage Hats most definitely. Any specific things they do?

Only to make your colonists look like the mages from ff1 =P that's all I need ;D

XD I was looking at Pictures and the little white mage is soooo cute :P
#13
Outdated / Re: [MOD] (Alpha 8) Wizardry Mod (0.1.3)
January 03, 2015, 01:30:15 PM
I can get to work on the Mage Hats most definitely. Any specific things they do?

And the Healing Wand type thing, I'll try my hardest! so like a 2-3 range Wand. It shoots out a bullet/arrow that gives a healing effect? Would it say the thing like "X received poor treatment(20% chance of good Treatmeant)
#14
Outdated / Re: [MOD] (Alpha 8) Helpful Floors Mod
January 03, 2015, 01:38:59 AM
Thanks a ton! Will do that :P
#15
Outdated / [MOD] (Alpha 8) Helpful Floors Mod
January 03, 2015, 12:43:30 AM
Desc:

This was another simple mod I conjured up. I used Igabod's FastFloors mod and changed it up, credit does go to Igabod.

It adds 2 new floor types. Speedy Floors and Growth Floors. Im really bad at textures so don't laugh XD

The Speedy Floors make your colonists go uber fast, and the Growth Floors make plants grow faster than Hydropontics tables do.

I wanted to make you have to research the tables but I couldn't figure it out :/

Download

Helpful Floors