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Messages - axenn

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1
real problem with duc pipe etc... room at 81°C , network a bit less, i made an isolation room for all the base; Impossible to reach 21°C if i put the wished Temp at 21°C. I put 5 input in the room 3 out for the hall. The result is less interesting than the classic vent. i'm pretty sure there is a ratio problem. Same problem with the active vent, there are less efficients than the classic, it seems there is a 'tic' in your algorithm, isn't it ? Each X s, that pulse heat ?.

thanks

edit: oups i will try 0.31 first (i have 0.30)

2
Did you know that soiling mod replace everything by sand on an existing colony ?

3
Outdated / Re: [MOD](Alpha 9) Prison Improvements v1.1
« on: April 26, 2015, 09:06:01 AM »
Not so useless because i seen 3 times whit the same prisoner,  fights. And i prefer to have a unique room to bring the meals.

4
Outdated / Re: [MOD](Alpha 9) Prison Improvements v1.1
« on: April 26, 2015, 07:29:04 AM »
This is an excellent mod, must be implanted

5
Outdated / Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.1
« on: April 26, 2015, 05:24:47 AM »
Hi, i tested your mod today. Omni floor has replaced all the water by sand. Omniweapons, replace improvised turret existing by a bugged model that you can't control, i'm not even sure that can fire again.

Thanks for your work.

6
Outdated / Re: [MOD] (Alpha 6) Cannons and Turrets v3.6
« on: August 15, 2014, 05:30:38 AM »
i'm happy of your mod because now i can't have the opportunity to let enter ennemis in the security area.... more than 800 !! That freeze etc.... i sent 9 colonists to recude population but that don't work. So now with the 180mm i open fire immediatly and then leave... I have some problem to see the interest to have so much ennemies... too loose everything ? great.. :/
I can't even burn dead corpes, that take more time than the delay between two attacks...

So , thanks a lot for your mod.

7
perhaps i did'nt make attention, but it seems you cannot recycle the body of ai ... why ?

Because i don't know if i'm right, but it seems each ai make there is more ennemies. I passed with one more AI from 280 to more than 300 ennemies ! I play with thos a bit less aggressive
AI.

8
I use this mod now just for defense, and replace droids by A.M.I droids that look like e.v.e from wall-e and work perfectly. I put the droid factory in stand by.

9
Outdated / Re: [Mod] (Alpha 5) Machine Gun Nests
« on: July 31, 2014, 05:25:24 AM »
I combined inferno with stun cannon from mechanical defenses in front of a tunnel where my security system  watch (2 stun cannon 2 inferno, 2 minigun nests and more than 70 turrets... turrets was here at the begining without mods) . All the others doors are locked in case of attack and renforced with a log wall. It's hard to conserve everything ok. Now i can put only those colonists who have a good stats in fire or construction and others do what they want (2/3) .

More than 100 ennemies. With all the ressources needed this is cool cause there is always a challenge.

10
Outdated / Re: [SCENARIO] [Alpha 5d] CustomScenario - Ship Repair
« on: July 30, 2014, 01:41:39 AM »
A suggestion.

a Wall that descends when you walk on a trap or inversely. For hide turret that will  appears only in certain conditions.

11
Outdated / Re: [Mod] (Alpha 5) Burn Clothing and Wood v1.1
« on: July 27, 2014, 10:25:43 AM »
Actually this is a priority but i'm at years 2, so this must be for this. it's true it's nice to sell, i will continue to do as it possible, and burn the rest. I will install your new mod now, i had a hard step to pass with 12 centipede and many little beside with only basics turrets. I had to swap beetween grenades, trap with goat, new walls to force to come nearest etc....

12
Outdated / Re: [Mod] (Alpha 5) Burn Clothing and Wood v1.1
« on: July 27, 2014, 03:06:58 AM »
Dr Z, i did that at the begining but with more than 100 ennemies attacking (i can't count..) with many waves i have no time to haul all the weapons between the attacks. And i can't construct quickly a wall in the security area in cas of attack to push ennemies to move (mechanoids with too much range for example).



Thanks !


Nice Idea Punishr but i think this is better to have both possibilities. With more than 6000 silver i'm ok for a long time traders comes rarely.

13
Outdated / Re: [Mod] (Alpha 5) Burn Clothing v1.0
« on: July 26, 2014, 10:40:48 AM »
I think this is a good idea to have the possibility to burn everything that can burn. I don't said pistol because that can't .
And this possibility must be integrate to the game as the possibility to sell combat vest to combat ship.

thanks :)

14
Outdated / Re: [MOD] (Alpha 5) Glassworks V
« on: July 26, 2014, 08:52:03 AM »
That don't allow light from outside ?? This is for economize energy

15
Outdated / Re: [Mod] (Alpha 5) Burn Clothing v1.0
« on: July 26, 2014, 08:47:33 AM »
Perfect ! I will try.. tired to explose it with grenades.
Could you burn bow too ?

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