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Messages - Zeta Omega

Pages: 1 [2] 3 4 ... 20
16
Outdated / Re: [A12c] Project Fallout v1.1
« on: February 02, 2016, 06:49:20 PM »
has anyone else thought of a Vault Door structure, something INDESTRUCTABLE so you could have a happy life inside of a mountain...
Also vault clothes

17
Now don't call me crazy...But I don't trust that Russian language

18
Does this mod still work?

19
Ideas / Re: More Mechanoids?
« on: January 30, 2016, 06:52:47 PM »
HEY EVERYBODY! Its been a while I know but im back. So, what fascinating theories about mechanoids or designs have you come up with?

20
Outdated / Re: [A12c] Project Fallout v1.1
« on: January 30, 2016, 06:47:16 PM »
Hey, not sure if your still working on this or not but have you considered the ability to create loyal robots from the fallout universe?

21
Question, is the sky-thing a one time use or multi

22
Ideas / Re: More Mechanoids?
« on: November 24, 2015, 06:44:28 PM »
The idea of a repairing mechanoid or salvaging one like nanites would be interesting, you would have to focus on them first so they don't strip/resurrect fallen allies

23
Ideas / Re: More Mechanoids?
« on: November 02, 2015, 08:09:51 PM »
I like personally like the idea of an Overseer type Mechanoid, because in the way of combat the two extremes  are covered

- Fragile but agile sniper assault, Scyther

- No, I took damage yesterday.  Type tank steamroller , Centipede

Unless there were to be a suicide unit or something outside of normal combat doctrine (like the suicide idea) there's not much more combat stuff to add unless you wanted to add varitions of the existing units, or a more standard middle ground Grunt/GI type Mech. (though the idea of Pedes with mortars is scary)  But the Overseer fits the gap nicely.  It doesn't add a direct threat, but bolsters the current one.  And it helps to maintain the image that Mechanoids live in hives and enforces that whole bug thing they have going.  Because it adds the queen bee/ant aspect to their hive.

And they have the potential to look really scary.
Ive actually had a new idea recently, A nanite swarm which uses surrounding mechanoids/metal/etc to form a larger or more advanced mehanoid, like a boss

24
Anybody else think mechanoid deterioration is a bit...well annoying

25
Do you have to start a new game for this?

26
Ideas / Re: More Mechanoids?
« on: October 22, 2015, 04:57:30 PM »

[/quote] It would be Nice to have a type of Omni purpose mechanoid.

27
Ideas / Re: More Mechanoids?
« on: October 21, 2015, 06:50:08 PM »
It would be kinda like that ya except it would spawn tiny robots constantly. The workers would kind of act like resource gatheres for it yet they would hold no part in that and instead turn you nice grass tiles or whatever into desert tiles. It would bring the need for a well needed terraforming tech because dont you just hate those few pieces of marsh in the middle of your base?
[/quote]
Hmm I get you, and yeah...mud in your base.....so annoying....need to add a remove mechanic for that....well I cant, I don't know anything about modding. maybe one of those floor mods can add it.

28
Ideas / Re: More Mechanoids?
« on: October 21, 2015, 06:48:09 PM »
Quote
So a tiered system of mechanoids, say like ancient out of date ones up to something like glitterworld tech ones. I like that Idea

That's actually pretty cool, the idea of old stranded mechanoids roving around. Maybe they could even be hostile to newer mechanoids. They could bring some much-needed diversity and depth to mechanoids.
Maybe some could have old rusted designs and already have damage to certain parts

29
Do I have to start a new game when adding this?

30
Do you have to restart or make a new game when installing these mods?

also can the fish one be used on a lake or do you need an ocean/shore?

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