Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - JorDash

#1
Nope. I've imported my 4 colonists 4 or 5 times now with no problems.

Edit: Didn't get any error message but just checked my colonists and some are missing clothes and some have different clothes.
#2
Quote from: MisterBug on July 08, 2014, 07:00:15 PM
Hello.
I installed your mod, and after the end of any research of my colonists no longer eat or prepare food. Maybe the problem is compatibility with other mods? Here is a list of mods. Sorry for my English:)

AnimalSkinRugs
Cannons and Turrets
Embrasures
MachineGunNests
Mechatronics-master
ProjectArmory211
TargetPractise

It's not a conflict with Project Armory, target practice, or embrasures. I use those and have not run into that problem.

Thanks Punisher. Love the mod by the way.
#3
Quote from: Argain on July 08, 2014, 07:12:10 PM
Quote from: JorDash on July 08, 2014, 02:14:30 PM
Are the weapons you start with randomized for each new game? The first game I started with 4 colonists and got 3 enfields and 1 pistol. Exported those colonists. Imported them for the second game and got 3 pistols and 1 enfiled.

Yep, it's a random choice between the pistol or enfield for each colonist when starting a new game.

Nice. Thanks
#4
Quote from: Evul on July 08, 2014, 02:40:42 PM
Quote from: JorDash on July 08, 2014, 02:28:20 PM
If you check out the gear tab on your colonist you can right click and get information on the weapons. Their stats and what not. I noticed however that the rpg doesn't.

Might be something to do with the fact that it's a grenade. Aka a modified hand grenade to work as a launcher.

Ah. Ok. Thanks.
#5
If you check out the gear tab on your colonist you can right click and get information on the weapons. Their stats and what not. I noticed however that the rpg doesn't.
#6
QuoteUploaded versions compatible with Colonist Creation Mod and A Fighting Chance Mod (PA Version only) as well as versions compatible with both of those

You are the man Itchy. Thank you.
#7
Are the weapons you start with randomized for each new game? The first game I started with 4 colonists and got 3 enfields and 1 pistol. Exported those colonists. Imported them for the second game and got 3 pistols and 1 enfiled.
#8
Very nice. Any way you could use Nexus for the downloads? Mediafire keeps giving me pop ups I don't want. So far my AV has stopped them but they make me a little nervous.
#9
Quote from: Marshy on July 08, 2014, 11:41:46 AM
http://ludeon.com/forums/index.php?topic=4554.0

Just get the mod and create all you like.

Or edit the save file.

Excellent mod. One of my must haves. Personally I'd rather the traits get finished be usable than fixing the randomizer.
#10
Any possibility of some sort of compatibility with the Colonist Creation mod? It's sooo hard to choose between this mod and that one. They are both must haves in my opinion.
#11
Quote from: Prodenswe on July 07, 2014, 06:22:46 PM
This mod dont show up att all when pressing New Colony. Still same Vanilla when chosing colonists, Enabled the mod in Mods tab, and not the zip/rar file in mods folder.. Dunno whats wrong

You have to actually start a new game with it activated. After the screen that tells you you have crashed on a planet. Click ok and then it will show up.

On a side note. Doesn't work with Itchys Map generator pack. :( Maybe you two can get together and work something out again? Otherwise this is one of my must haves now. Keep up the good work.
#12
I had the same issue and I'm running the A5 version. I'm using most of the same mods that he has listed. Will test them one by one to see if it's a conflict with one of them.

Edit: I loaded each mod individually with this and it seems to be working fine now. Not sure what the conflict was but it seems to have straightened itself out.
#13
Thanks for having this done so quickly. Something I noticed is that when you select a specific era of weapons to use, the vanilla ones still show up in the hands of raiders and traders. Even when you have the vanilla ones deactivated. For instance I had WWII, Modern, and scifi activated with all others deactivated. Traders were showing up with pilas and bows for sale. Also crossbows might be a fun idea for the medieval period as well as javelins, spears, and slings.
#14
Outdated / Re: [MOD] (Alpha 5) Cannons v2.0
July 07, 2014, 05:36:07 PM
QuoteThere's another suggestion I'd like to put forward for your consideration though if you don't mind?  The howitzer might be more suited to the name if you inverted the accuracy scaling, dropped the radius to 2 but increase the damage?  What I mean is it should be most accurate at long range and least accurate at touch, opposite to the artillery.  If you made the warmup and reload take 5 or 6 seconds each you could increase the projectile speed to simulate the precision aiming and immense projectile velocity implied in the design without actually making it OP?

Technically speaking howitzers tend to be smaller than artillery and faster firing and have the capability to be fired as a direct fire weapon (like a tank cannon except not as accurate). While artillery is longer ranged and larger. Of course these are generalizations. So perhaps instead of making the howitzer more accurate at longer ranges, make it more accurate at the middle ranges, faster firing, but less damage. That's just my two cents. :) Keep up the good work.
#15
Quote from: Architect on July 03, 2014, 09:30:41 AM
I've listed all the comments here on my immediate to do list, but currently the only time I am ever at home is on Friday afternoons for 3 hours before I have to head out to help at my local youth club again. Those 3 hours are pretty much spent entirely catching up on lost sleep, so currently no update is forthcoming. What is worse is the fact that I am leaving the country entirely in 3 weeks to assist the scout leaders with various camps for various age groups for 2 weeks, then I start my summer job which will leave me with very limited time too. I'll be pulling an all nighter to get this mod up to alpha 5 as soon as its released, but after that I'm going to quietly fall off the radar for a while, and frankly I cannot promise I'll be returning. Keeping this mod up to date and content fresh is considerably harder than I predicted it would be, and I'm unwilling to give up my sports, work, school, and volunteering commitments.

That kind of sucks. But I can totally understand. All the work you have done and have put into this mod are greatly appreciated. I sincerely wish you the best. Enjoy your time away. :)