Quote from: Deoeffect on June 06, 2017, 02:22:58 PM
YOU ARE THE BEST
Who are you referring to?
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Show posts MenuQuote from: Deoeffect on June 06, 2017, 02:22:58 PM
YOU ARE THE BEST
Quote from: NoImageAvailable on June 04, 2017, 09:35:40 PM
We've already discussed that mod internally, actually. The problem with simply integrating an existing mod is that a lot of the time they're going to have their own systems in place to handle things which may overlap or conflict with our own existing solutions. So you end up having to adapt a lot of the code and by the end you spent more time trying to get an existing mod integrated than it would have taken you to just create your own functionality designed to work with your existing framework.
Quote from: nccvoyager on March 01, 2017, 06:30:10 PM
IIRC, this should be fixed for A17 according to Tynan.
Quote from: NoImageAvailable on February 13, 2017, 02:27:47 PM
So a couple days ago I dropped by this thread and some people asked me to pick up development of this mod again. Long story short Ipress-gangedasked a couple people for help and we've been working on something of a reboot of CR and it has progressed to the point where I feel confident enough to announce it here.
Quote from: Jan2607 on February 12, 2017, 04:37:31 PM
I got the message "Can't do taming job because of full inventory".
Do I need to drop some ammo every time my tamer wants so tame an animal?
Or is there any way to tell my colonists, how much ammo they are allowed to carry?
EDIT: Well, I found the loadout restriction... But... You need to explain that to me. My sniper (who is also tamer) actually carries
1 helmet
1 vest
1 t-shirt
1 pants
1 sniper rifle
and 76 ammo.
With this few stuff in inventory Bulk is 20/20.
So, is it just possible to arm my colonists OR let them do their job, but not both?
Quote from: AlexCrimson on February 11, 2017, 09:44:43 AM
That did it, thanks. Some of the features in this mod really do lack an explanation, unless i just missed the right-click thing somewhere.
Quote from: BlackSmokeDMax on February 08, 2017, 09:01:02 AMQuote from: porcupine on February 08, 2017, 02:46:56 AM
Hrm, I think I must be missing something here...
I can't get personal shield bubbles to form on my colonists. Drafted, with personal shield in loadout/inventory, no weapons at all... Do I need a weapon equipped for the personal shields to work, or what did I miss here?
Just vanilla + CR.
Seeing as shields are clothing, wouldn't you need to make them part of your clothing assignment? Seems putting it in a loadout would just have them carry it around rather than wear it.
Quote from: ElvenMusic on February 01, 2017, 02:55:14 PM
Is there a loadout system? I keep hearing about it from older versions of this, but i cant find it, im tired of my colonists all carrying 800 clips of pistol ammo
Quote from: minakurafto on January 23, 2017, 10:56:44 AM
to make molotov works, delete this line <thingClass>Combat_Realism.Projectile_FireTrail</thingClass> in weapons_grenades.xml
i found it by comparing it with molotov from hardcore_SK
Quote from: Sinosauropteryx on January 20, 2017, 03:39:39 PM
- Embrasures are op af. A simple perimeter wall with recessed entrances protected by embrasures makes raids trivially easy. Enemies will lock onto attacking a door, stack up in the hallway, and can be mowed down point-blank without retaliation. Manhunters and thrumbos are even more of a joke, they will run around aimlessly, unable to acquire a target. This is less a problem with the mod and more a problem with the poor AI, which is not trained to handle embrasures. I suppose it's the same problem as killboxes in vanilla.