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Messages - Zeta Omega

#136
Xenonauts and X-com unknown and within....Man that takes me back all the way. Loved those mechs.
#137
Is there any way to download just the tanks?
#138
Outdated / Re: [MOD] (Alpha 4F) Mechatronics (v0.1.4)
September 13, 2014, 12:35:21 PM
I made a request, if anybody thinks they can do this, go there. or just post the new version on released
#139
Hmm...Interesting
#140
Outdated / Re: [MOD] (Alpha 6) Terran Dominion Armory v0.5
September 12, 2014, 11:39:48 PM
Anything new to the mod?
Been a while since I checked it out
#141
Outdated / Re: [Mod] (Alpha 6) Machine Gun Nests
September 12, 2014, 11:20:19 PM
Quote from: BetaSpectre on September 12, 2014, 11:09:21 PM
This mod is for people who don't want their colonists to die from the rogue bullet to the organ.
Lol....Oh man if I had a dollar for every time that happened
#142
Outdated / Re: [Mod] (Alpha 6) Machine Gun Nests
September 12, 2014, 10:23:25 PM
So manned mechanoid turrets ......that sound right?
#143
Outdated / Re: [MOD] (Alpha 4F) Mechatronics (v0.1.4)
September 12, 2014, 09:08:08 PM
Quote from: BetaSpectre on September 12, 2014, 07:39:55 PM
In the original mod, centipedes would heal 1 HP per second naturally. When destroyed/Killed they'd leave behind a body which could be brought back to the Mech table to be revived essentially.
Ive seen it used in lets plays, Its a very useful mod, all they can do is hunt, haul and clean though
#144
Quote from: wooaa on September 11, 2014, 09:17:01 PM
2 centipedes and a Scyther.
The centipedes could be easy with range.....The scythe is very accurate though
#146
Wait...what types of mechanoids?
#147
EMP mortars help, they use a few shots before they adapt so strike hard and fast
#148
Here are the original info about them, Only one thing needs to be changed
•Much more durable than humans, but slower-moving
•Do not require food, rest or psychological maintenance
•Immune to fire
•Can be permanently drafted (you can use them like mobile turrets)
•Limited to combat, firefighting, hunting, hauling and cleaning jobs
•Slowly regenerate over time, and explode when killed (less violently than turrets)

We need to change regeneration to repair so they don't walk around with a million broken parts, I would still like them to regenerate health like colonists, but something else other then medicine, maybe a repair center? ((possible research Auto repair- adds automated repair structure)) Also to keep their mood at a constant full loyalty, That was a part if the mod as well
#149
Releases / Re: [MOD] (Alpha 6) Glitter Tech v0.4
September 11, 2014, 08:48:11 PM
Quote from: StorymasterQ on September 11, 2014, 08:15:50 PM
ZenRim: "If a Commando can't afford pants, will he go full Commando?"
-claps- Nice one
#150
Quote from: jaxxa on September 10, 2014, 11:14:46 PM
Might be helpful to include a link to the Mechatronics mod.

http://ludeon.com/forums/index.php?topic=3957.0
I am very aware of this mod, This project is meant to bring it back to life. I don't want it to die in the archives, Do you wish to help jaxxa? I like your mods and I think you could help a quite a bit.