Ludeon Forums

Ludeon Forums

  • September 25, 2022, 05:48:20 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

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.

Messages - pajok

Pages: 1 [2] 3
I sent a message to skullywag and answered.

"Once i have all my mods onto a11 ill definitley take a look. Cant promise anything though."

There is a hope!

Ideas / Re: Medical self care
« on: June 20, 2015, 06:02:11 AM »
Simple self care is logical.

Ideas / Medical self care
« on: June 19, 2015, 04:02:17 PM »
In my story:
I had 3 clonists(2 doctor).
I had a fight.
At the end of the fight - 1 doctor lost his leg and the another, get a cut his leg. The third man was healty.
The cutted doctor saved the legless doctor. The third man is incapable in medical treatment.
So nobody could help to the cutted doctor.
My best chance is: Cut my healty colonist leg and operate to the legless one, and than the next day he can care the cutted doctor.
I think we need a minimal medical skill for everyone or self treating.
What do you think? What is your story? Any idea?

Please update this unique immersion bomb!!!

Ideas / Re: Random Starting location
« on: June 12, 2015, 05:15:25 AM »
Sometimes i'm selecting my starting location with closed eyes :D

Me too! ;D

Ideas / Re: Opened world map
« on: June 12, 2015, 05:07:36 AM »
Maybe a portable mortar can help against enemy bases.
If there is 30 pirate with mortars and you make some damage(You kill 15 pirate and 2 mortars),but you have to flee,they grow back slowly.(after 1-2 mohnts they are 30 again).
But If you attack again after a weak,they become a weakened enemy and you have a bigger chance.

Random quest and missions are good immersion!
-Friendly faction ask help in base defense!.....

Ideas / Opened world map
« on: June 11, 2015, 12:55:08 PM »
1. Sorry if my english isnt good.(not my language)

There is a huge map and you cant travell trough.This is a missed opportunity.

What would be if :

1. you can go to the next zone at the map side or fast travel.

2. Dont need a Simultaneous simulation.

-If you send some colonist travelling and you watch your base zone they are wandering and maybe drop some random events(pirate attack) - if you accept then go the wanderer zone and fight. if decline than you get some random "punishment" .

-If you watch and control your wanderers ,then dont need simulate your base.(research,craft,bulid...are stopped...) maybe there are a random raids too.
if you switch back to base zone ,the life goes on.

3. Camping set and backpack for travellers.

4.Factions have huge massive randomized bases.If you attack and win ,than they will flee.No Raids from faction for 3-4 months,then they get a new base somewhere.   

With this things you have an "unlimited War Quest" ,can select beginning zone ,if you dont like your drop zone.....

What do you think?


Thanks the info. Than i will buy a lot of hauler!  :)


Can you make somehow, the hauler and the cleaner bot ,dont be counted as colonist?
They are usefull in work , but not in combat.

Anyway thanks for your work , I like your mod!

Releases / Re: [MOD] (Alpha 10) Crash Landing v3.00 (28-04-2015)
« on: June 01, 2015, 12:52:51 AM »

I tested with  "Hardcore SK Global modpack 1.4" and have to say ,this mod is AMAZING!!!
Hard choices ,random beginning ,huge immersion.
Sometimes left 3 people (2 with extreme rad poisoned) sometime 8 with 2 legless.
I played with one colonist and i had:
-Falling wreck kill
-Radiation kill
-saving another survivor and bleed out both
-raging colonist
-insane animal attack
Liked the radiated ship reactor (falling in the middle of the map)
I readed, not everybody like, but please keep the reactor (hardcore version or....something)

Nice work!  Thank you!

With Crash Landing it works strange.
-Lag when speed up time
-Enemies dont fight
-Crashed ship part  -  every shoot drop one mechanoid

Maybe bugged for me......don't no.

Electronics Table and Powered Crafting Table are enabled after Power 1 (should Craft 2    "unlock the ability to build powered crafting tables")

Advenced Armoring is unlocked at the beginning


Should i download the original Crash Landing mod and use that,
or you made changes and should i use your version.
(i dont see optional file link or folder in your modpack).

Sorry if i missed something.

Thank you!

Random animal fights are awesome!!!  :P
Maybe some wilder animals with bigger attack zone!

There was a mod for A7 ,"Custom Events "   
Can you refresh it and use in this pack?
It was fun.

Pages: 1 [2] 3