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 - RemingtonRyder

#1756
Quote from: Shinzy on October 07, 2014, 02:41:18 PM
Quote from: skullywag on October 07, 2014, 02:34:49 PM
"Darling a squirrel just ate yer face!"

This reminds me of myself while playing Xcom ;D
Everybody got live feed in great detail what they just did and how they died

Perhaps someone can suggest a squirrel mod on the XCOM forums.  The horror! :D
#1757
Outdated / Re: [MOD] (Alpha 6) Embrasures v2.0.5
October 07, 2014, 01:06:04 PM
It seems like it would still be possible to do it with a DLL mod.  I don't know how difficult that is, but the code to actually upgrade something like max HP is basically one line.

If you're so inclined, get a hold of DotPeek or something similar and take a look in, for example, TTMUpgrade.cs in the TechTreeMinami mod.

Also, since minami26 is waiting on Embrasures to add to the pack, couldn't hurt to ask for some help there. :)
#1758
Bugs / Re: [W|0.7.583] Tribals shooting through walls?
October 07, 2014, 12:30:33 PM
Okay, been able to reproduce what I think is happening.  Though not very well.  Arguably it may be judged an animation bug.


Step 1: The initial scenario - colonist is on the other side of an unclaimed wall from the tribal with the pila.


Step 2: The tribal takes position at the far side of the wall to flank the colonist.



Step 3: The colonist takes up position on the other side of the wall, breaking LoS from the tribal's shooting position, and when he starts to line up another shot, moves to the original side of the wall that she started on.



Step 4: The pila in flight, phasing through the wall.  That looks pointy.  Oh well, it's for science.



Step 5: The colonist takes damage.  I think they might need a medic.



So, like I said, probably an animation bug, but good to know if it is.

Also, for some strange reason the colonist's hair and clothes turn grey when face-on.  Beats me what's going on there!
#1759
Outdated / Re: [?MOD?] [ALPHA 7] Recipe Nurse Tool
October 07, 2014, 11:09:03 AM
Hey!  I will give it a whirl, thanks for taking the time to make it. :)

Edit: Seems to work like a charm.

So if two mods each integrate this mod and are loaded, all that will happen is that they each inject their own recipe defs, right?

#1760
Outdated / Re: [MOD] (Alpha 6) Embrasures v2.0.5
October 07, 2014, 09:28:30 AM
Um, looking at the Buildings_Structure.xml, it seems that maxHealth has been changed to MaxHealth.  Case sensitivity?
#1761
Bugs / [W|0.7.583] Pawns shooting through walls?
October 07, 2014, 04:32:23 AM
No joke.  My colonists were taking cover behind an unclaimed stone wall and out of LoS.  Or at least, what I thought was out of line of sight, because pila to the chest.  Ouch.

I'll have to see if I can reproduce it, of course. :P
#1762
I've got a Prison meals mod.  You can set stockpiles inside prison cells and have a number of meals delivered directly by the cook.  Naturally, that works best if your cook stove is in close proximity to the prison.

But it sort of opens up possibilities of having a stove that is dedicated to producing meals for prisoners, for example.
#1763
That's pretty cool.  Thanks, Tynan! :)
#1764
General Discussion / Re: i dont know if i like this...
October 05, 2014, 02:06:49 PM
I find that it's always useful to have some prisoners around if I'm playing Ironman style.  Because then if I lose a colonist, I may not have an ideal replacement, but I've got a shot at bringing in someone to pick up the slack. 
#1765
General Discussion / Re: Bullet in the brain
October 05, 2014, 01:59:19 PM
Hmm, I dunno about that.  I mean, I think that a cybernetic brain should be very hard to come by and expensive to boot, but not outside the bounds of possibility.
#1766
Snakeville!



Over on the right there is the main compound with a prison.  To the south of that there's a tailor's shop.  Then along the road to the west is the hospital, a stonecutter, a butcher's shop, more living quarters, and an as-yet incomplete warehouse for all the surplus meat.

It's called Snakeville because of the abundant cobras nearby. :)
#1767
I've decided for the time being to scale back the challenge rating.  It means that I can still enjoy the game, and I can build wherever I like.

I enjoyed the challenge at Rough but with my first playthrough of Alpha 7, this proved to be a bit too rough for my liking, with raider equipment scaling up long before they became more numerous.  In essence, I got what I wanted - tougher pawns instead of more numerous - but now I need to step back and re-think my defence.

It's a delicate balancing process, but I think that I know when I'm being challenged and when I'm just Monty Hauling.  I did a lot of Monty Hauling in Alpha 6. ;)
#1768
General Discussion / Re: Forcing captives to bed
October 03, 2014, 04:48:44 PM
Okay well, if the prisoner has a sleeping spot (it will have their name under it) try deconstructing that, then have the warden attempt to escort them to the medical bed.
#1769
Well, admittedly, they were lucky that the Scythers decided to just head straight for my base and get massacred.  As it was, they took heavy casualties against the Centipede horde that was left.

But, yeah.  At the right range, and with enough weapons to bear, the tribals win through sheer numbers.
#1770
New versions for Alpha 6 and 7.  See top post! :)