I've gotten it twice in a row, gonna remove all the other mods i play with and see if it works fine then, if not I'll send you the preset file, but it's a bit difficult to get it just before i trigger the issue, since it sometimes happens when im going to set a fourth and sometimes onces ive already set minor passion on another
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#76
Releases / Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.6 - Updated Sep 27 2014)
September 28, 2014, 04:26:27 PM #77
Outdated / Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie
September 28, 2014, 03:07:57 PM
Don't feel the need to add it or rush it if you do, it'd just be a cool idea
#78
Outdated / Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie
September 28, 2014, 03:01:28 PM
This looks impressive, is it possible as the mod expands to make as above blood pact raiders, but as you do more sacrifices and so on they like you more and other factions like you less?
#79
Releases / Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.6 - Updated Sep 27 2014)
September 28, 2014, 01:00:56 PM
I seem to be getting an issue where i try and add a fourth passion, and it just stops me then the menus stack up and i can no longer do anything
#80
Releases / Re: [MOD] (Alpha 6) Glitter Tech v0.5
September 27, 2014, 06:50:44 PM
Funny moment occurred with this for me, no a complaint or anything, just a show of how screwed this can make you, first of all I was playing with TTM, it does work but the trader is extremely rare, anyway i had gotten up to 11 colonists and a very nice colony, shields and nice automated defence, everyone in nano suits with APB rifles, then i got attacked by a fairly large number of commandos, specifically around 180-ish, I was thinking ok, between my artillery and defences i should be fine... then i got hit by a solar flare, and i think you can guess the rest from there, it completely obliterated me and it was great fun
#81
Releases / Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
September 27, 2014, 05:00:47 AM
right click the available points thing and you can just disable points, so if you want a ridiculous amount of points use that
#82
Outdated / Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
September 24, 2014, 11:14:52 AM
Cloth comes from cotton plants, which are unlocked via a research and grown in a growing zone
#83
Outdated / Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
September 16, 2014, 03:11:57 AM
Thank you, it's a great mod other than how devastating that event is.
New version looks cool, can't wait to see it!
New version looks cool, can't wait to see it!
#84
Outdated / Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
September 16, 2014, 02:39:06 AM
Yeah it's different from a typical flare, I assume it was added by the extra events part of the mod. Maybe Minami could add further information with the event? Since it doesn't make any hints towards electrical equipment, if avoiding that would help, it just says something along the lines of: Younger colonists are barely affected but older ones are more vulnerable
And then you find alot of the colony with an exploded left leg or dead. Thanks for the idea to help prevent it, I'll try to avoid electrical equipment in my next playthrough, see if that helps, the last colony finally died when the last guy got attacked by a pirate siege.
And then you find alot of the colony with an exploded left leg or dead. Thanks for the idea to help prevent it, I'll try to avoid electrical equipment in my next playthrough, see if that helps, the last colony finally died when the last guy got attacked by a pirate siege.
#85
Outdated / Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
September 15, 2014, 01:17:12 PM
My colony has been decimated down to a single colonist twice now thanks to the solar flare radiation event, most the time only 1 or 2 actually die and almost all the others have a leg magically explode, is there any way to prevent this?