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Messages - ArthoriusBalen

#1
I just noticed, when playing without the ammo, the mortars shoot endlessly, without needing shells to fire  :o
#2
Hi! Can you do a patch for combat extended?  :)
#3
Oh almost forgot! When playing without the ammo, I realized that many of the Turrets may still ask to change their ammunition, and if I do change it, the pawn keeps switching ammo forever
#4
Thank you so much for bringing the mod back!! Just one question!
Why still use the Blazebulb plant? It wouldnt be much better to use just the Chemfuel instead?  ::)
#5
Does anyone remember this mod?
https://ludeon.com/forums/index.php?topic=13992.180
One of the best weapons mods ever made, and has never been updated  :(
#6
Releases / Re: [A17] SeedsPlease!
June 05, 2017, 01:02:58 AM
Hi! I notice that the agave seeds are missing!
#7
Ok! So now i installed Industrial Age Object Pack A17 and the game works like a charm! No more red messages!
#8
Sorry, I'll be clearer:
1) Call of Cthulhu - Cults A17 ::::NOW REQUIRES JECSTOOLS:::: - In the previous version of JECSTOOLS, the mod worked without error. But only now, in the last update, the mod doesnt even start. I tested the mod just with HubsLib, Jecstools and Call of Cthulhu - Cults A17, and I get the same error. So, the mod NEEDS Jecstools, but with it, the mod dosent work.
2) Is this happening to someone else or just to my game?


[attachment deleted by admin due to age]
#9

I'm having a ton of red messages with the last JecsTools update :/
#10
Im glad i helped! hehe ::)
#11
Hey Adalah217! Thanks for the quick response!
Just wanted to let you know that i found the op bug that I was referring to the gauss pistol
The ammo for the pistol was set to: <ammoSet>AmmoSet_Magnetic_Cannon</ammoSet>
So i changet it to: <ammoSet>AmmoSet_Magnetic_Light</ammoSet>
So the gauss pistol was indeed shooting an op bullet damage haha ;D
#12
Hi Adalah217!
Do you have plans to update the CR patch? the gauss weapons in the current version are a bit broken/op, like all the gauss weapons using the medium magnetic ammo, and the gauss pistol just obliterating everything in its path!
I dont know where to post this, so i post it right here since its about the CR patch!
But anyway thank you very much for taking your time to do this patch!
I hope to hear from you soon!  ;D
#13
Releases / Re: [A16] Expanded Incidents (2017-1-22)
January 25, 2017, 10:04:08 AM
5 days! The problem is that the whole colony is infected now! Then i got a lot of raiders atack, and even if i manage to cure one guy, he get infected all over again just getting close to other dude! Its gona be tricky to cure that one! 😞
#14
Releases / Re: [A16] Expanded Incidents (2017-1-22)
January 25, 2017, 08:45:45 AM
QuoteRestrict affected pawns to their bedrooms. It spreads through social interactions.
I tried, but 5 days in "solitary" makes their mood worse then leaving them walking loose, but f#ck the rest of the colony
#15
Releases / Re: [A16] Expanded Incidents (2017-1-22)
January 25, 2017, 07:56:34 AM
how do i totaly cure the homesick feeling?? my whole colony keep getting homesick even after getting cure! help!  :o