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Messages - daft73

#151
Off-Topic / Re: Why is Everyone here so cool?
September 03, 2014, 07:15:17 PM
Ya, I agree. The community here for the most part is fantastic. Involved in it about a year now, its has been a good ride so far. ;)
#152
Great to see the new update! WormHoles, anomalies, bugs, etc will be brought to your attention.  ;)
#153
Quote from: zyklame on September 02, 2014, 12:34:30 PM
It happens befor starting the game where you initialy select your colonists. And you are right, it happens in vanilla too. So its a bug in the main game.
Good to know thanks for the update ;)
#154
To be honest I'll have to check 'When' it actually happens. It only happened once this weekend Aug 30/31, and it was a crazy weekend :o, Family matters. I'll try to recreate it today and get back.  ;)
#155
Bugs / Re: Can't start game : (
September 02, 2014, 12:02:43 PM
I'm hoping the OP has not left the conversation in frustration. :(
Generally I put the Rar file on my desktop, then right click and select Extract Here.
Once that is done I can just open the game folder Right click on the Exe.File and select Send to Desktop. Now I have a Shortcut I can use to open the game. There is really no need to move around folders and such. Hope this helps. :)


Although I note your running Win 8, I have very little knowledge on that matter. :-\
#156
Ideas / Re: Darker Nights
September 02, 2014, 11:50:44 AM
My guess, correct me if I'm wrong...is that the OP wants to have a more noticeable change to the Light/Darkness cycle. Nights/storms are darker not black. Various mods for other games, ie Skyrim, Fallout NV, give the player this option. Having differing lighting effects for weather and such adds a sense of realism.

#157
Quote from: zyklame on September 02, 2014, 10:14:29 AM
When you create a new Landing site and try to rename the Colonists the interface bugs up. It is not posible to delete the names fully and it jumps between the pre-, nick- and surname.
This I noticed as well, but just one time it has happened. I was still able to change the 'Nickname', but it was a little gimped and you had to change the 'last name' to change the 'Nickname'..hopefully that makes sense. All in all, a minor thing to fix.
#158
Quote from: Krantz86 on September 01, 2014, 01:39:27 PM
official request:
Mad Max "beyond the thunderdome" raider/security forces hats and armors(if they aren't already planned)

ty and keep up woth the great work
I can't help believe I gave you this idea ;) ...On topic, Thank you for the variety this is a great addition to the game.
#159
This is interesting, we can now go Beyond the Thunderdome, er something like that. I like the idea of scrap metal colonies, scraping it out to make it in the world. Keep up the imagination.
#160
I added in unsure. Since generally Mechs are made by someone I figure that may play a role in how to approach them. Were they built with a friendly A.I. ..ie Data from Star Trek TNG, or with a hostile AI?
Slightly related link here about Mechanoids. PDF incoming..
The Mechanoids
#161
General Discussion / Re: Time, AI, To many items!!!!
September 01, 2014, 12:32:28 PM
Quote from: fishirboy on September 01, 2014, 12:23:39 PM
And that is why the days should be about 2 times longer. It's so much more of a hindrances.
Would not that just mean longer nights?..My colonists are never all in sync, some are awake some asleep, the time of day does not seem to have much effect on their work performance. At least were I have noticed. Have you tried to allocate your colonists on the Overview, not the standard 'X''s using the number system..like so

#162
Stories / Re: The Cult
September 01, 2014, 12:13:26 PM
The temple room ..lol good times. Thanks for sharing the story, and continued success on new ones. ;)
#163
General Discussion / Re: Time, AI, To many items!!!!
September 01, 2014, 12:09:05 PM
I see, more of a snowballing effect. The best advice my cloudy-morning-brain can think of is to try to slow down the pace :-[, but that's not too usefull :(
I sure others will have more useful ideas. Need more coffee.
#164
General Discussion / Re: Time, AI, To many items!!!!
September 01, 2014, 11:40:47 AM
A few things to mention, first welcome to the forums.
The amounts of raiders have to do with your base essentially, or how well off it is. Are you building up military right away?..ie buildings turrets, defenses if so slow that down. You can do these things, but it just encourages the game to send more raiders.

A good idea is to hold off on all the military build up until you feel your base is stable enough to withstand raider attacks. Just because the game is saying build defenses, does not mean that a tsunami of raiders is showing up..it's just there as a reminder.

Also what game difficulty are you setting up? Ease it up a bit, get comfortable with the game before heading straight forward into the frey ;)

Here is a pic of my current early-ish colony. I'm still working on getting the base to be a self-maintaining, so it is a little small. I have 5 colonists, the 3 originals, a crash landed, and a captured raider. Just now getting to the power needs working on that, and technology. As you plainly see in the bottom right hand corner that it's March 10th..so the base is not brand new.

I also play with mods to alter the experience to something a little tastier ;)
List of mods used:
EdB Interface
Colonists Doors only
Apothacarius
Apparello
Embrasures
#165
Ideas / Re: Extra Body Parts?
August 31, 2014, 11:52:24 PM
Quote from: StorymasterQ on August 31, 2014, 11:44:44 PM
We all know what everyone's thinking so I'll say it.
Who doesn't want an extra penis or two?
??? :o


;D