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Messages - 123nick

#16
hey, you ever play Cataclysm dark days ahead? some of the stuff in the description seems sorta similar too what you would see in CDDA, but it could just be a coincidence
#17
Maybe have it cost rarer materials for crafting? I hear at its current crafting cost its cheap for late game colony, - maybe have it cost 20-40 uranium, 20-40 gold, and MAYBE bionic eye too,? For lenses? For scope? Altho im just restating what i said.
#18
i heard some weapons are unbalanced- the heavy AMR has double the DPS of the sniper rifle, with less of a cooldown and warm up, and is sorta cheap for late game standards. maybe if vastly increased its warmup/cooldown time like warmup of 5, and cooldown of 4, or warmup of 6 , so its a lot longer between shots, and double the cost of plasteel and steel for it, and maybe add other, rarer components for crafting (like maybe a bionic eye for lenses, or uranium/gold for, idk, the glowing sights? fancy embellishments? some ingame reason to explain it :P)
#19
install steam mods for offline use?

THATS AMAZING

this is amazing <3
#20
Quote from: O Negative on May 25, 2017, 02:33:34 AM
I actually find rivers to be a huge geographical advantage. I've already used it to deter more than one wild fire from burning down my wooden huts :D

I don't think mountain base playthroughs need any more advantages than they already have...

But imagine how cool a river or road going through a mountain would be!
#21
this is a GREAT Guide! now so many people can use the absolutely LIMITLESS power of xpathing and patching to make their mods amazing! thanks minimurgs  :-*
#22
General Discussion / Re: Round robin game
March 31, 2017, 10:03:12 PM
AWESOME! i want a turn!
#23
Outdated / Re: [A15/A14/A13] Aristocat's mods
March 25, 2017, 05:42:49 AM
Quote from: mazacik on December 23, 2016, 06:41:15 PM
Okay, here is the unofficial A16 version.
Warnings: I'm 99% sure there are bugs and all sorts of problems might occur, especially since I used the A16 EPOE version 1.9 and the rest of the mods is old A15 with patched errors (that means incompatibility). I didn't have enough time to test things. If that doesn't scare you, have fun. If I'm redistributing something I shouldn't be, I'm sorry.
Merry Christmas.

can you do something similar with "make it harder, better ,stronger, faster" ?
#24
Outdated / Re: [A16] No Natural Roofs
February 18, 2017, 02:38:40 PM
Quote from: ChaosOverlord on February 05, 2017, 07:36:29 PM
This mod should remove all rock roofs (thin roofs and overhead mountains). Why would anyone want this you might ask? Doesn't matter, some people just do.

This should work with your current game saves. This should also be compatible with any mods that might deal with natural roofs...even though those mods will find that these roofs don't fully exist anymore.

If you have any other mods that edit Roofs.xml, load my mod after the other one or the other one will overwrite my mod.

I have not done any significant testing as this is a very simple mod but if something doesn't work as you would expect it to, tell me and I'll maybe try to get around to fixing it or finding a work-around.

DOWNLOAD (Hotlink):
https://www.dropbox.com/s/j58luwcdyehc97p/No%20Natural%20Roofs.zip?dl=1

DOWNLOAD (Not a hotlink):
https://www.dropbox.com/s/j58luwcdyehc97p/No%20Natural%20Roofs.zip?dl=0

There are absolutely no restrictions to using this mod. Add to modpacks, do anything you want. No permission necessary.

why is there a hotlink and a non-hotlink that both see mto be the same url with the ending dl= changed.
#25
have u thought of uploading this mod too the steam workshop?
#26



bug , when i try opening the relations tab, i get this: http://i.imgur.com/fFuCpkS.jpg after swithcing to the factions tab, and now i cant open it at all D: any help?

i also got this: http://i.imgur.com/1PIeqe0.jpg and this: http://i.imgur.com/yqkoIh5.jpg and these errors: http://i.imgur.com/qMx29IU.jpg
#27
sorry if this was fixed , but im using the steam version so it should be most recent version, but, when one of my MAI got kidnapped , she now spams errors to the log about going to the recharge station.
#28
Quote from: Canute on February 02, 2017, 02:23:31 AM
Quote from: 123nick on February 02, 2017, 02:08:52 AM
i think this mod bugs the comms console, something about the new faction(s) not having like, an identified leader ? if you gave em a leader i think i t would be more compatible,
i think this user bugs the forum, he don't read a bit older posting nor he update his mods to the newest versions.

The problem with the comm console is fixed.

apparently, the problem with the comm console isnt fixed, unless your talking about a different problem. right clicking the console, after updating, still does not open up a right click menu for me to call traders, and sends an error message too the log.



edit: i take that bakc. apparentrly i just had to exit and re-load the save again after updating and loading it, my bad.
#29
Quote from: Canute on February 02, 2017, 02:23:31 AM
Quote from: 123nick on February 02, 2017, 02:08:52 AM
i think this mod bugs the comms console, something about the new faction(s) not having like, an identified leader ? if you gave em a leader i think i t would be more compatible,
i think this user bugs the forum, he don't read a bit older posting nor he update his mods to the newest versions.

The problem with the comm console is fixed.

my apologies. im just used to steam workshop auto-updating, as most mods are on steam workshop. atleast, most of the mods i use. this one isnt.
#30
i think this mod bugs the comms console, something about the new faction(s) not having like, an identified leader ? if you gave em a leader i think i t would be more compatible,