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Messages - Zebrin

#1
I must say, I really miss the SIF generator and the small generator. Being able to have shields that protected just the walls and embrasures was rather nice. And having a shield you could stand on made making a smaller bunker possible when tunnelers opened up a new way into your base.

The Vertical and at least two horizontal shields upgrades are needed to remake the old fortress shields too. Not counting the capacity upgrades. Thankfully you can put an IFF upgrade on it to stop having to continually turn off the things to get drop pods though.

The framework you changed the mod to is strange in many respects. I can't see why you still have most of the steps in the research bench for one thing. The fact that you used a battery to send power up to the ship is also somewhat annoying, as it shorts out in the rain if you didn't know to move it like I did the first time. The explosion was not fun.

I also miss being able to just make the generators. The new way is cheaper, but a bit slower. Especially since the RU transfer is a crafting task, and my crafters are generally very busy.

Oh and a warning to people using the laser targeting beacon for the first time. When it says that it might start fires, it really will start fires. And if you are building out your generators like I do, those fires can and will spread through your entire geothermal vent system. I lost my entire power structure like that, because you can't stand on geothermal generators if the fire gets into the central blocks. So many wasted components...

Not to say that every change was bad by any means, I do like the IFF upgrades, and the mechanics are interesting once you get used to the somewhat clunky interface. I just wish that some of the old things were still in.

All together, I have to say that it was certainly different from the early versions. This new version has a lot of interesting mechanics that are hindered by small design flaws, and the occasional typo. The items that didn't make the jump are sadly missed, but the added flexibility of the upgrade system makes up for that in many ways.

As a suggestion, I would absolutely love it if you were to make an upgrade that allowed you to shape the shield. Not larger or smaller, but instead offset the field's center, and allow you to make it narrower, allowing you to cover a wider wall, without having a huge area in front of said wall that enemies can walk under to bypass your shields entirely.
#2
Thank you for this... Skill decay makes sense to an extent... but it was way to fast. I shouldn't go down a level in a single day of non-use, and it makes it literally impossible to have melee or marksman skills above 10 due to how often they are used outside of fights.
#3
One thing I hate about late game is how easy it is to literally strip mine your map of all resources. The lack of resources late game is more of a killer then the raids to be honest.

This makes certain late game builds viable without resorting to either hoping and praying for some asteroids to mine, or waiting for a decent trader to finally pass though.

The energy costs is perfect for what a late game base should be at, though I do wish that I could change it like I do resource gains.

Altogether, this is a great addition to the game. One that I thank you for making.
#4
I am having a hard time using certain items. Namely, the bionic lungs. I made one from the mod's workbench thinking "Hey, this will deal with that missing lung, and maybe the guy with asthma." But it won't show up in the operations list. I have no idea why either. And I know certain parts are working, because Bionic eyes have already been used on two of my pawns. So... I am uncertain.
#5
Thank you so much for making this set of mods.
The game is so damn annoying to play when you don't have a convenient(If expensive) method of saying "No." to incoming fire. I don't mind the small arms stuff as it can be dealt with with reasonably accurate turrets and a lot of sniper rifles, but trying to deal with mortars when my play style is very defensive... Such a pain.
#6
This mod is pretty damn cool... One question though, on the shield submod, is there a way to add items or structures to allow them to be covered by the SIF Shield? I ask because I am using the Embrasures from a separate mod (Mechanical Defence 2 if that matters.) because I like the ability to change them into full walls if I am not shooting out of them. Unfortunately, they don't get shielded, which makes the energy I am using on the SIF pretty much wasted.
#7
Releases / Re: [MOD](Alpha 9) Hospitality (v1.00)
March 13, 2015, 11:36:35 AM
Thank you for this. My colony has a "Guest" that had his leg shot off. You can't perform surgery on guests so I can't get rid of him. This is a pretty nice soft fix for that, and has added benefits of giving me a supply of new recruits I can pay some 300 silver for!
#8
Yeah, I dislike having features that overlap. It clutters things up(Like menus and research options) and then I have to manually turn off  sections of each mod. Besides the only mod I have seen that has the feature I want in it has several other things I don't like.
#9
I love having more options for dealing with defenses. The upgraded basic turrets are really nice.
#10
An interesting expansion to the vanilla prison options. Allows for far greater control over prisoners at any rate. I kinda like the idea of building a small "Colony within a colony" to deal with any captured individuals. Being able to mark a room as for prisoners without actually having a bed in there is nice. I hate having to build tables and the like for every prison room.
#11
Would there be a chance of adding a machine that allows you to collapse steam vents you don't want?
Outside of that request, I have to say that playing Rimworld without this mod is an exercise in frustration now. The lack of good defensive walls and buildable drones to fill out your ranks is just frustrating. Logistics drones are actually my favorite.