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Messages - PunisheR007

#16
Outdated / Re: [MOD] (Alpha 6) Enhanced Slaves v1.2
October 06, 2014, 07:31:26 PM
I will be updating this mod today, along with all my other mods. :)
Sorry for the delays, i have been very busy since i returned from overseas holiday.
I will work as quick as i can to get them all completed.

Cheers!!!
#17
Outdated / Re: [MOD] (Alpha 6) Embrasures v2.0.5
October 06, 2014, 07:29:16 PM
Quote from: skullywag on October 06, 2014, 05:48:28 PM
Is OP updating this? if not ill happily get it running on A7 at least without the "stuff" implementation for now.

I will be updating embrasures today,  the first mod im updating is cannons and turrets, then this will be next. Along with all my other mods and mods i have been keeping upto date for others. Sorry for the delays, i have been very busy since i got back from overseas holiday

Cheers!!! :)
#18
Quote from: johandirk88 on October 06, 2014, 04:58:10 PM
Please update it fast, my colony needs this mod!!

Today i will update all my mods finally :), i have been very busy since i got back from overseas.
I will work as fast as i can to get them complete, sorry for the delays. :)

Cheers everyone :)
#19
Outdated / Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
September 27, 2014, 07:43:16 AM
i never learned how to c++ code and make .dll files, if i knew my mods would be so much better lol.
i did have a look ZestyLemons mod and it looks very nice, i just wish i knew a bit more about c++, you never know, i might just have to go learn it. But at the moment i have my hands tied with working as a scaffolder and updating my mods using the xml format that Tynan has defined.
Cheers Gabriel!!!
#20
Outdated / Re: [MOD] (Alpha 5) Turret Package (v1.4)
September 27, 2014, 07:26:27 AM
Quote from: Kilroy232 on September 18, 2014, 09:53:32 AM
I owe you my thanks. I was busy during the summer and despite the new releases updating this slipped my mind.

No problems Kilroy, i will have this updated tomorrow. :) I just got back from overseas, a very nice 3 week holiday with friends.
Need some good rest tonight from the flight, otherwise i would have it updated tonight hehe.
Cheers!!!

#21
Outdated / Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
September 01, 2014, 01:06:50 AM
Quote from: IWannaChaos on September 01, 2014, 12:20:34 AM
Would keeping the artillery in this mod from firing on targets in a home region require a plugin? Some raiders dropped on top of my colony and they got owned badly - along with a couple of my solar panels and some potato plants. The MRL caused a bigger fire than the raiders would have if they all had Molotovs xp.

Anyways, unmanned and accurate mortars are extremely useful and the MRL is like some invention from hell O_O. (I mean that in a good way.)

That would require a bit of extra coding, in a .dll, i wish i knew c# :P. But you never know whats on the horizon :).

Cheers!!!
#22
Outdated / Re: [MOD] (Alpha 6) Enhanced Slaves v1.2
August 31, 2014, 09:50:45 PM
Quote from: mathwizi2005 on August 31, 2014, 08:30:46 PM
Actually makes purchasing slaves and proper investment for the colony

Indeed it does. :)
Im just about to go on a holidays overseas, i'll be heading off on wednesday and be back at the end of the month. Which means there will be a little delay on updating a few of my mods, but don't worry as soon as i get back, they will all get updated.

Cheers!!!
#23
Outdated / Re: [MOD] (Alpha 6) Enhanced Slaves v1.2
August 25, 2014, 12:29:09 PM
New update, hunger threshold is back (eat 50% less food), and now slaves should only come outfitted with advanced armour.
Also they will be 50% easier to recruit if the event arises. :)

Cheers!!
#24
Outdated / Re: [MOD] (Alpha 6) Embrasures v2.0.5
August 25, 2014, 03:37:01 AM
Quote from: Bruvvy on August 23, 2014, 11:47:49 PM
Definitely improved my gameplay thanks!

Glad to have made you're gameply improve with this mod :).

Cheers!!
#25
Quote from: Gabriel_Braun on August 24, 2014, 03:40:15 AM
Is that going to affect how rounds hurt people Punisher?  I've not really looked into the health system bar when we were testing making sure all the spelling was right haha.  I'm only asking because I'm wondering if there can be different types now like fragmentation artillery etc instead of just bomb, flame and bullet?

I don't think it will affect how the rounds hurt pawns, i really do hope more damage types do get added, fingers xsed. :)

Quote from: Bruvvy on August 23, 2014, 11:46:40 PM
Thanks for making this!

You're welcome :)
#26
New update for download, i updated the base damage file, so now all damage should show as normal and not misc.

Cheers!! :)
#27
Outdated / Re: [MOD] (Alpha 6) Enhanced Slaves v1.1
August 23, 2014, 11:32:04 AM
Quote from: Bruvvy on August 23, 2014, 08:16:21 AM
Thanks man! I had a lot of fun with this :)

You're welcome, im glad you are enjoying it :).
#28
Quote from: Damien Hart on August 23, 2014, 07:58:54 AM
Quote from: smitj045 on August 23, 2014, 06:23:39 AM
You sure Damien? I'm getting shredded and blown off limbs, no misc here.

That's strange, because I tested it and worked out that it was this, then added in the appropriate lines to the XML and it solved the issue.

Maybe you have another mod with the A6 defs later in your load order.
I havn't looked into the base damage file for a while, i'll get that fixed and updated first thing in the morning.
Cheers for the heads up Damien. :)
#29
Outdated / Re: [MOD] (Alpha 6) Embrasures v2.0.5
August 21, 2014, 01:39:08 PM
Quote from: Iwillbenicetou on August 21, 2014, 12:53:24 PM
Hey PunisheR, I'm making a modpack, can I use your mod?
EDIT: Can i also use the knockout mod.

No problems at all, go for it. :)
#30
New update ready to download, OP changelog for details. :)

Cheers!!