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#152
Ideas / Re: Fertilizer Pump
December 16, 2014, 04:48:18 AM
I'm not as concerned about using this for growing purposes, but sometimes you really need it to fill in an awkwardly placed pond, after all, if its only a meter squared, in real life you could drain it and fill it up; and without any kind of ecosystem that lives in or requires these sources, theyre just pretty annoyances
#153
Ideas / Re: Thin Walls
December 15, 2014, 08:38:00 PM
You mean a bit like a fleshed out vanilla version of the small walls mod?
https://ludeon.com/forums/index.php?topic=2990.0
https://ludeon.com/forums/index.php?topic=2990.0
#154
Unfinished / Re: [WIP] General Halo Mod
December 15, 2014, 07:54:53 PM
I look forward to trying your Spartans tomorrow, I'm already amusing myself greatly with ODST fighting jaffa from the stargate mod, textures in both are so nice, give a nice variation to just power armour for everyone
#155
Unfinished / Re: [WIP] General Halo Mod
December 15, 2014, 02:29:00 PM
Hey, I'm loving the textures on this mod, but urm, I just had a cargo pod crash give me 8 ODST helmets, was that intentional?
#156
Ideas / Allied/Market Zones
December 15, 2014, 09:22:38 AM
Hey, sorry to be making so many new threads (had i known i was going to, i would of turned them into one thread, but i'm too lazy now)
Having been playing with Haplo's Miscellaneous mod, and rather enjoying the Traders that visit; as well as past suggestions about making Embassies, hotels etc for other factions to "settle in" i thought, why not have a system that is like the home function, but it causes allies to gravitate to. Whatever you build in there, they can utilise like it is their own base, and can have representatives from many factions, but more importantly, they can build in there, like, they can have a "market stall" for each faction, so they can trade between themselves (if thats possible) and most importantly you, as well as allow you to increase rep with each, and a place to heal allied and neutral pawns (build hospital beds in the region and their allies automatically bring them there, and heal them, but so will your doctors, as well as providing them with medication if you have enough spare)
The downside to this Economic growth zone, is that you are expected to defend it, and supply it; so there will be a few armed allies there, and any visitors will stay there (and occasionally walk into your base if theyre nosy) but you need to build the defenses around it, for if it gets attacked to damaged, it lowers your rep with the factions (but not make them hostile unless you purposefully raid it yourself) and so less items will be available for you to trade, or lower rated factions will pull out entirely; this would also lower the chances of those pesky visitors getting in the way of your hunters, or even in the middle of your kill boxes.
Also, to prevent exploitation of walling people in and roasting them, AI has the ability to create doors to escape at any time, and if player controlled items cause the death, and subsequent theft of their property, the economic groups involved will "hire" a large mercenary team to attack you, or create a posse and try to get their stuff back and/or revenge for killing their people
Having been playing with Haplo's Miscellaneous mod, and rather enjoying the Traders that visit; as well as past suggestions about making Embassies, hotels etc for other factions to "settle in" i thought, why not have a system that is like the home function, but it causes allies to gravitate to. Whatever you build in there, they can utilise like it is their own base, and can have representatives from many factions, but more importantly, they can build in there, like, they can have a "market stall" for each faction, so they can trade between themselves (if thats possible) and most importantly you, as well as allow you to increase rep with each, and a place to heal allied and neutral pawns (build hospital beds in the region and their allies automatically bring them there, and heal them, but so will your doctors, as well as providing them with medication if you have enough spare)
The downside to this Economic growth zone, is that you are expected to defend it, and supply it; so there will be a few armed allies there, and any visitors will stay there (and occasionally walk into your base if theyre nosy) but you need to build the defenses around it, for if it gets attacked to damaged, it lowers your rep with the factions (but not make them hostile unless you purposefully raid it yourself) and so less items will be available for you to trade, or lower rated factions will pull out entirely; this would also lower the chances of those pesky visitors getting in the way of your hunters, or even in the middle of your kill boxes.
Also, to prevent exploitation of walling people in and roasting them, AI has the ability to create doors to escape at any time, and if player controlled items cause the death, and subsequent theft of their property, the economic groups involved will "hire" a large mercenary team to attack you, or create a posse and try to get their stuff back and/or revenge for killing their people
#157
Outdated / Re: [MOD] (Alpha 7) Project Armory (v.2.15) (Alpha 8 progress: 2% (141215 1334))
December 15, 2014, 08:01:36 AM
This was a couple years ago for me, the beard has now gone
#158
Ideas / Smoothing Stone Walls
December 15, 2014, 07:49:22 AM
I'm sorry if this has been suggested somewhere, but visually something bugs me
Now, i like the Textures of the freshly mined wall; it does look like its meant to be natural; however, when i am building my base in or around mountains, there are times i don't want to build a wall on every face, and the wobbly texture starts to annoy me. We already have smooth stone floors, so why not add in the options to smooth out rock walls. Maybe it only minimally reduces ugly environment mood penalty, or not at all, but i would just like the option for my own personal aesthetics haha.
Now, i like the Textures of the freshly mined wall; it does look like its meant to be natural; however, when i am building my base in or around mountains, there are times i don't want to build a wall on every face, and the wobbly texture starts to annoy me. We already have smooth stone floors, so why not add in the options to smooth out rock walls. Maybe it only minimally reduces ugly environment mood penalty, or not at all, but i would just like the option for my own personal aesthetics haha.
#159
Outdated / Re: [MOD] (Alpha 7) Project Armory (v.2.15)
December 15, 2014, 07:39:14 AM
Sorry to go off topic, but you are the first person I have seen outside of airsoft forums that plays as well! I tried sneaking a little bit of airsoft as a hobby into my creative rewards character's background
Well, As I'm talking of airsoft, I'd like to list my RIF's to the wish list for being implemented into the game
Magpul Masada (ACR)
MP7
FN 5-7
Beretta PX4
USP.40
(i also have a Lee Enfield, m4 and SPAS, but they're already in ha)
Well, As I'm talking of airsoft, I'd like to list my RIF's to the wish list for being implemented into the game
Magpul Masada (ACR)
MP7
FN 5-7
Beretta PX4
USP.40
(i also have a Lee Enfield, m4 and SPAS, but they're already in ha)
#160
General Discussion / Re: Raider logic
December 14, 2014, 09:35:49 AM
Arent Raids based on Points values, which are also based on colony wealth and play time; so whilst illogical to us from a strategic view, the AI possibly just spent all its "point" on armour and guns.
I also think Siegers get given more points, which can be used to "buy" more pawns, where as drop pod assaults have the least amount of points, so tend to have few numbers, or worse equipment.
So illogical to a human yes, perfectly rational to AI; someone correct me though because this is a guess hahaha
I also think Siegers get given more points, which can be used to "buy" more pawns, where as drop pod assaults have the least amount of points, so tend to have few numbers, or worse equipment.
So illogical to a human yes, perfectly rational to AI; someone correct me though because this is a guess hahaha
#161
Outdated / Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
December 14, 2014, 08:46:30 AM
Awwww yeah!! the models in this mod are gorgeous, all my colonists are now Jackal guards haha
#162
Ideas / Re: Campfires and the dangers of frozen food
December 14, 2014, 04:34:56 AM
I believe they do, as I got one battery room to about 60℃ before I poked a hole in the roof
#163
Releases / Re: [MOD] (Alpha 8) Miscellaneous w/o MAI (V 1.8.0 / 11.12.2014)
December 13, 2014, 12:46:29 PM
I just destroyed the one I bought and used the dev commands ha
#164
Outdated / Re: [MOD] (Alpha 8) Extended Woodworking v1.0
December 13, 2014, 12:11:54 PM
I wonder if this will be taken up into Vanilla like the Various Stone type mods
#165
Releases / Re: [MOD] (Alpha 8) Miscellaneous w/o MAI (V 1.8.0 / 11.12.2014)
December 13, 2014, 12:08:31 PM
Hmmm, i thought i had Miscellaneous active at the start of this colony, and world gen, but not sure, i will try to follow that in a bit; thanks