They need a lot of power and only do one square a day of something very very slow
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.
#167
Releases / Re: [MOD] (Alpha 8) Miscellaneous w/o MAI (V 1.8.0 / 11.12.2014)
December 13, 2014, 10:49:36 AM
Hey, sorry if it's already been answered, but I cannot seem to install a brain pal in my colonists, I have bought it, but do not have the option to use it, is this an issue with alpha 8, or am I an idiot/need another mod?
#168
Outdated / Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
December 13, 2014, 08:24:57 AM
Ah, doesn't need to behave like one, just looks awesome like your staff weapons.
If you do do replicators, and this is just a suggestion, so you can ignore me, I'd have them as an event rather then a faction or an animal that can spawn in any map space at the beginning
If you do do replicators, and this is just a suggestion, so you can ignore me, I'd have them as an event rather then a faction or an animal that can spawn in any map space at the beginning
#169
General Discussion / Re: What exactly is Glitterworld?
December 13, 2014, 06:42:01 AM
I like to think of it like firefly, where the central alliance planets are the glitterworlds.
And a mix of warhammer 40k where you have hive worlds, where the entire planet is just a city of multiple layers (hence give)
Rimworld is exactly that, a planet on the rim of colonised space, undesirable due to location, environment or pirates/raiders making it too much bother.
And a mix of warhammer 40k where you have hive worlds, where the entire planet is just a city of multiple layers (hence give)
Rimworld is exactly that, a planet on the rim of colonised space, undesirable due to location, environment or pirates/raiders making it too much bother.
#170
Outdated / Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
December 11, 2014, 07:49:53 PM
Original replicators though, not the human ones...
Also will we see other Goa'uld weapons, like the zat gun, or even a mannable turret (you know the giant staff weapons teal'c liked to carry on a sling in a couple episodes iirc)
Also will we see other Goa'uld weapons, like the zat gun, or even a mannable turret (you know the giant staff weapons teal'c liked to carry on a sling in a couple episodes iirc)
#171
General Discussion / Re: Don't know how to remove pre existing wall's Alpha 8
December 11, 2014, 07:45:31 PM
No problems
#172
General Discussion / Re: Don't know how to remove pre existing wall's Alpha 8
December 11, 2014, 07:35:15 PM
Under orders you have to claim the walls then you can deconstuct
#173
General Discussion / Re: Z-Index. Will it ever happen?
December 11, 2014, 12:35:29 PM
I personally am not a fan of the idea of Z-levels, and to be fair, if it is some Ty really doesn't want to do, then we shouldn't be trying to force it in
#174
Ideas / Campfires and the dangers of frozen food
December 11, 2014, 08:44:05 AM
So i just had my first (very short) play through of the new alpha, and i noticed that you can freeze foods to keep them indefinitely, i also saw my colonists quite happily chomping on frozen potatoes.
in real life you do not eaten frozen for a lot of reasons, its unpleasant, its probably not good for you in itself, and the potential of food poisoning such as Listeria. Therefore i think there should be downsides more so then mood affects to frozen foods, maybe a small chance of getting ill, what with our lovely disease mechanic, and my solution to early game frozen stuffs would be the campfires.
like a cooking stove, the campfire could have bills attached to create "cooked" foods, as in rename it to "cooked potato" "cooked meat" , whilst such things do not completely remove the chances of getting sick, they would minimise it until food can be prepared properly and safely, and negate some or the eating raw mood effects, maybe make it similar to nutrient paste, as lets face it, i dont wanna eat a potato i just set fire to haha
in real life you do not eaten frozen for a lot of reasons, its unpleasant, its probably not good for you in itself, and the potential of food poisoning such as Listeria. Therefore i think there should be downsides more so then mood affects to frozen foods, maybe a small chance of getting ill, what with our lovely disease mechanic, and my solution to early game frozen stuffs would be the campfires.
like a cooking stove, the campfire could have bills attached to create "cooked" foods, as in rename it to "cooked potato" "cooked meat" , whilst such things do not completely remove the chances of getting sick, they would minimise it until food can be prepared properly and safely, and negate some or the eating raw mood effects, maybe make it similar to nutrient paste, as lets face it, i dont wanna eat a potato i just set fire to haha
#175
Outdated / Re: [MOD] (Alpha 7) Faction: Orcs! 0.35
December 05, 2014, 12:51:23 PM
Fantasy is cool too, I just wanted to say dakka
I look forward to seeing this finished, and the rest of the fantasy mod(s)
I look forward to seeing this finished, and the rest of the fantasy mod(s)
#176
Outdated / Re: [MOD] (Alpha 7) Faction: Orcs! 0.35
December 04, 2014, 08:50:54 PM
why do i get the feeling my colonist was faced with a very bloody, violent and painful death?
otherwise, very nice start, i would agree with moar dakka dakka, dem boyz don't got enough choppa's eevar
otherwise, very nice start, i would agree with moar dakka dakka, dem boyz don't got enough choppa's eevar
#177
Outdated / Re: [MOD] (Alpha 7) Project Armory (v.2.15)
November 25, 2014, 07:21:06 AM
I seem to be one of the few players from my local shop that like tau and necrons, but I didn't play for long before I moved to fantasy. But I think I like all of them, maybe not as playable armies, but on the whole each has something kinda cool in them.
I'd like to see some Tau weapondary, to keep this post to topic haha
I'd like to see some Tau weapondary, to keep this post to topic haha
#178
General Discussion / Re: We can release prisoners now.... Yay?
November 20, 2014, 10:10:59 AM
Ransom and patching up friendlies, rather then kidnapping dying Allies should be offshoots of this, if it's possible.
Take them to the nice pri... I mean medibay, patch them up and then send them on their way, get some good will or maybe some resources from their home factions
Take them to the nice pri... I mean medibay, patch them up and then send them on their way, get some good will or maybe some resources from their home factions
#179
Outdated / Re: [Mod](A7) Xtra Trees v 1.0
November 19, 2014, 12:45:34 PM
If you want system specs, ill need to know how to do the full details, but i have an old Alienware Mx17, i think its 17 anyway; and other info is in picture
mods are still the same as before, but i have removed "betterquality"
edit, forget the graphics card which i think is a GT 240m; whole thing is maybe 6 years old? or 5 years
[attachment deleted by admin: too old]
mods are still the same as before, but i have removed "betterquality"
edit, forget the graphics card which i think is a GT 240m; whole thing is maybe 6 years old? or 5 years
[attachment deleted by admin: too old]
#180
Outdated / Re: [Mod](A7) Xtra Trees v 1.0
November 19, 2014, 12:02:52 PM
Yeah, i dont know whats causing it, i only just know when it happens for me
i just regen'd the world map at the 200x whatever it is, and it works. just thought i would let you know in case
i just regen'd the world map at the 200x whatever it is, and it works. just thought i would let you know in case