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Messages - Zeta Omega

#241
Stories / Re: Your favourite colonists
August 22, 2014, 10:13:20 PM
Quote from: ParagonTerminus on July 20, 2014, 06:13:32 AM
Everyone has one or two favourites from each colony. You never know why you choose a particular favourite, you just do.

From my first playthrough, it was a guy called Steven. I forgot his job and whatever since I failed that playthrough long ago, but I just remember him being a cool guy.

From my current main playthrough, I have three favourites: Dr. Jake Henry (the narrator of one of my stories here, too), an inventor, and Vladimir, a badass politician.

Dr. Henry is cool because I've always liked intellectual and scientific characters in fiction, and in this case Dr. Henry is also a badass with his R-4 Charge Rifle.

Vladimir is a badass guy because he has an L-15 LMG, a badass trench coat, a badass bulletproof vest, and a badass general feeling. Oh, and it seems like he's Russian, and he's a politician with a machine gun. The only thing that would make him more badass is a gas mask.

So, list yours!
There are like....2 maybe 3 mods I think that have gasmasks....Just making your life a little better
#242
Outdated / Re: [MOD] (Alpha 6) Meteorite ModA6 1.0
August 22, 2014, 10:01:22 PM
Do they still crash through roofs?
#243
I remember seeing a lets play with this mod, Those dummys do wonders....
#244
Releases / Re: [MOD] (Alpha 6) Glitter Tech v0.3
August 22, 2014, 09:57:38 PM
*Built the new powersource* WOW! so worth all the cash........I actually had To add turrets to avoid the fear of a short circuit
#245
Outdated / Re: [MOD] (Alpha 6) Project Armory (v.2.13)
August 22, 2014, 09:55:46 PM
So many guns...so many choices.....What would you say is the best long range weapon in terms or cooldown, aim, damage, and accuracy?
#246
Outdated / Re: [MOD] (Alpha 6) Enhanced Slaves v1.1
August 22, 2014, 05:35:52 PM
Now if only bought slaves had the ability to ignore the traitor event
#247
Quote from: ItchyFlea on August 19, 2014, 07:40:15 PM
Quote from: Zeta Omega on August 19, 2014, 06:33:02 PM
Do these rugs add mood boosts?
They contribute to making an area give a colonist the 'pleasant environment' buff. Except for the human rug, that has the opposite effect.
Makes sense.....
#248
Question, can you add more traps that wont kill raiders...more free colony growth
#249
Ideas / Re: Mechanoid colonists
August 21, 2014, 09:03:14 PM
Finally! someone else who wants friendly mechanoids
#250
No pictures of a Jaxxa shield in action?
#251
Mods / Re: -=FREE ART=- for MODs by Compozitor
August 21, 2014, 04:32:03 PM
What about a new type of mechanoid?
#252
Ideas / Re: Tone down centipedes?
August 21, 2014, 04:21:10 PM
To be fair I thing they have been toned down do to the new health system
#253
Still...I would love to see someone create a mech suit, like a colonist could get into it and walk around shooting stuff
#254
Huh...statues and booze....never thought of seeing those 2 things together in a mod. Hey, first time for everything. good job, You may want to post pictures in this to, people like seeing a bit first
#255
Zombies...its always zombies -Grabs a sniper-