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Messages - PunisheR007

#106
Quote from: MisterBug on July 08, 2014, 07:00:15 PM
Hello.
I installed your mod, and after the end of any research of my colonists no longer eat or prepare food. Maybe the problem is compatibility with other mods? Here is a list of mods. Sorry for my English:)

AnimalSkinRugs
Cannons and Turrets
Embrasures
MachineGunNests
Mechatronics-master
ProjectArmory211
TargetPractise

Nothing atm in my cannons and turrets mod that plays with the food, so it can't be my mod.
It has to be a mod related bug, i'll have a look around and see if i can see anyone else with the same problem.

Quote from: JorDash on July 08, 2014, 07:54:41 PM
Thanks Punisher. Love the mod by the way.

Cheers JorDash :).

#107
I'll upload it onto nexus or moddb today, prob both lol.
Cheers JorDash
#108
OK the colonist fitness training doesn't work the way i wanted it to :(.
It only applies to the first 3 colonist that get extra health, working on a way todo it for all colonist that join.
Will see how it goes.

Cheers!!!
#109
Quote from: vagineer1 on July 08, 2014, 06:49:53 AM
Quote from: PunisheR007 on July 08, 2014, 06:44:06 AM
I like to start with an engineer, a miner and a commissar, sometimes i have to click so many times to find the right
stats i want. That turns out most of the time to be 20 - 30 mins for character creation which is way to much.
Plz tynan no more randomize, or can we at least select sex and what they are, like a miner and so on.

Cheers!!!

I have to admit, this randomizing feature is annoying. Sometimes I have to press the random button about 50 times just to get a guy who is capable of everything.

Indeed i feel the same, i hope Tynan decides to give us better character creation.
#110
I like to start with an engineer, a miner and a commissar, sometimes i have to click so many times to find the right
stats i want. That turns out most of the time to be 20 - 30 mins for character creation which is way to much.
Plz tynan no more randomize, or can we at least select sex and what they are, like a miner and so on.

Cheers!!!
#111
I just merged this turret pack with my cannons mod, now called cannons and turrets v3.0.
So no need to update this mod seperatly anymore :).
Enjoy!!!
#112
Decided to merge Kilroy's killer turret pack with my cannons mod,
With a few new updates and new research.
Enjoy!!
#113
Im going to be releasing a new update for this turret package, should be up in the next couple of hours. Currently the armour plating research does not work, i have now fixed it. Each turret will have it's own armour plating research as each turret becomes available through researching.
I have removed the grenade turret for now, but i will add it back in if everyone wants it back.
If your using my cannons mod you won't need the grenade turret :).
Also im working on some research for firerate increase on the improved turret and the energy turret, i might just do them all :).

Keep your eyes open for the update.
#114
Outdated / Re: [MOD] (Alpha 5) Cannons v2.3
July 08, 2014, 01:47:14 AM
All my mods now are licsensed under the creative commons licsensing.



http://creativecommons.org/licenses/by/4.0/

Feel free to use any of them in your own mods, edit, change or do as you please with them.
With of course credit where due.

Cheers!!!
#115
Outdated / Re: [MOD] (Alpha 5) Cannons v2.3
July 08, 2014, 01:11:33 AM
Final update for today, changed the cost of the artillery cannon to be a little more,
reduced the work to build for the howitzer cannon, and added some new research.
Enjoy!!!

#116
Itchy also people are wanting compatability with my mod a fighting chance.
Would be great if you could add it :).
All my mods are open to anyone who would like to add them to there mod or use anything from them.
Cheers Itchy.
#117
Quote from: VikramNazir on July 08, 2014, 12:13:54 AM
Mhm, very nice. So far I've a fan of your mods and it even inspired my interest in modifying a few things to my taste, keep up the great work!

Cheers VikramNazir :), im glad it has inspired you to look into some things.
#118
Outdated / Re: [MOD] (Alpha 5) Cannons v2.2
July 08, 2014, 12:22:23 AM
Im currently working on the research side of things, and this is how it will go.
Self Propelled Guns will allows access to High Explosives research, the howitzer cannon and howitzer armour plating.
High Explosives allows access to ballistics research.
Ballistics will allow access to the artillery cannon and artillery armour plating.

Feels more logical, if anyone has any suggestions or feedback, plz feel free todo so.
#119
Outdated / Re: [MOD] (Alpha 5) Cannons v2.2
July 07, 2014, 11:35:12 PM
I should have waited till i finished the new sound and tweaks, before i released 2.1,
anyways here's the update 2.2 new artillery sound, howitzer got the original artillery sound.
Tweaked all of the sound volumes, shouold be a little better.
Cheers!!!
#120
Outdated / Re: [MOD] (Alpha 5) Cannons v2.1
July 07, 2014, 10:30:39 PM
New version is up, with a new howitzer texture, alot of tweaks and no disintergrating enemys now :).