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Messages - Canute

#9826
Releases / Re: [A15] Orassans
November 16, 2016, 04:01:13 PM
Quote from: Diana Winters on November 15, 2016, 08:43:18 PM

Update 10: Minor updates; tail less likely to be hit and has more health. EPOE patch updated as well.
And i thought all cats need to run without tails, like Haplo's robots without cam. unit to prevent talking ! :-)

Are you serious with the cat weapons ? Don't you think they are a bit to overpowered ?
The cyrogenic launcher is a devasting weapon, hugh damage potiential, very large blast radius, not onetime use, the only drawback are the long warmup.

Not sure if you want be vanilla friendly or just be overpowered like Glittertech.
#9827
Outdated / Re: [A15] Ancestral Spirits - ALPHA
November 16, 2016, 03:47:24 PM
My guests don't attack the spirits. But all raiders did so far.
I can use the ancestors as punching bags, while i can shoot from behind.

But i think MinutesToWeekend forget to set the relationship to other faction of the hidden Ancestor faction.
Can't you set the ancestor faction to be friendly/neutral to all known and new discovered factions ?
#9828
General Discussion / Re: How Cold is Too Cold?
November 16, 2016, 11:19:42 AM
I think you picked these starting location for the challenge.
Then you need to live with your choise and not even get caravans or raids. At last your trade beacon and com console arn't frozen and you can contact a trade ship if any pass by.

#9829
Releases / Re: [A15] Misc. Robots++
November 15, 2016, 05:00:33 PM
Quote from: lllMWNlll on November 15, 2016, 12:08:23 PM
[SUGGESTION]
Hey incredible mod!

The disc-robots (i use to call them drones) they work under rain weather. Would be nice to add a difficulty not letting that happens. They should be destroyed or severely damage because of the wet circuit. But this should happens to all T1, T2 and T3 models. A research like "Robots Drainage System" would enables them to work under rain weather. This would add a difficulty has the player must disable their stations.
If a research it's not cool idea, may a equipment for the drones should be more interesting.

Another suggetion - those hovering bots, they shouldn't have penalties on moving on rough terrain, or passing through sandbags, i didn't aquired yet T3 or T2 models but they should move in different speeds:
T1 - 75  % of a normal pawn speed.
T2 - 90  % of a normal pawn speed.
T3 - 110% of a normal pawn speed.

I hope you'd like the suggestions! Looking foward for newer versions! :D
Are you a owner of a smartphone or mobile phone ? Arn't the most of them waterproofed ?
So why should a drone/robot not be waterproofed ?
Sure they need maintance to get sand,slime an other things out of them but thats why they head to the recharge station.
I bet you next suggestion will be, pawn can get wet too, increased chance for flu, not to speak about geting dirty which give an mood debuf.
#9830
Releases / Re: PSA TO ALL MODDERS - PLEASE READ!
November 15, 2016, 11:02:27 AM
Maybe you should start a MOD-inspector/police.
Any new mod that get released should tested if it fit into the rules.

If not the topic should be moved back to the unfinished area.

Maybe create a test-mod, this test-mod should cause errors if it get activated together with the other one.
#9831
Outdated / Re: [A15] Ancestral Spirits
November 15, 2016, 08:57:49 AM
Ok, i test a bit out but didn't found a reason why the  shrine didn't made it to the shrine room.
Made just a new colony with only your mod, build with dev. tools a small shrine room save and load, and the shrine room is still a shrine room.
Activate some more mods, new colony, shrine room still ok.

Looks like i will start a new colony and wait if it happen again during the gameplay. The old ancestors was very displeased at me anyway -25 magic.

#9832
I think you ask about the coming A16 features.
This version isn't even out, and you ask about things they arn't made yet or still changeable.
Like all other "normal" user you need to wait until more info's come out.

Quote3) Is everything apparent to the player straight away or can POIs be hidden?
(For example, ancient ruins with some artefact loot that you learn the general area of but have to send an exploration group to run around and find it, or you can acquire a map to pinpoint the coordinates etc)
At A15 this example is just a rare special event triggered by the storyteller.
You can't force to get one of them nor you can see the team on the worldmap yet.


#9833
Don't worry about it.
So long they don't only eat strange meals you can use the buff you got from the meal for your colony.
Once my cook made enough standard meals for the colony, i let him made strange simple meals out of the strange meat. And sell it to the vendors.
Rotting the carcasses are a bad idea, because the pawns allways get a bad mood buff when they see any of these creatures.

#9834
Outdated / Re: [A15] Ancestral Spirits
November 15, 2016, 03:17:48 AM
Nope, that didn't do anything.
And the mod is working well so far, beside the ancestored are very unpleased because of the missing shrine every load.

And could you please keep the name of the mod folder each version ?

[attachment deleted by admin due to age]
#9835
Outdated / Re: [A15] Ancestral Spirits
November 14, 2016, 01:28:34 PM
I just start a new colony with the v0.1e-hotfix-1 and got  the problem, after loading a safegame, the shrineroom is no shrineroom anymore.

The shrine still exist, and the brazier are connected to him, but the room isn't a shrine room anymore.




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#9836
It is a gameplay decition, the building cost are pretty low compared to the reward. And when you could reinstall the drills, you don't realy need the scranner anymore.

If you want unlimted resources with a highter build cost, look for Deep core drilling mod.
#9837
I bet that wouldn't help him, because it seems he play on a very large map. In the time he build the road/floor on the burned stones trail, trees might regrow again like they did before.

There is no real solution for him.
He can made construction camps, move some beds,table,stools near the construction area, together with meals and needed constr. materials. Don't forget to assign the pawns to the beds.
So the pawns don't run the long way back to the base, sure they are unprotected on a raid, and maybe unhappy to sleep outside.

Or try to aquire some better technology (mods) that prevent that you need to build steamgenerators at any geysire.
#9838
Outdated / Re: [A15] Blood Mod
November 13, 2016, 02:33:25 AM
Did you ever read/hear ancient legends, where the battlefields are soaked with blood ?
You mod made them true. :-)

Now we just need a mod with bacterias which eat up the blood and turn them into flowers. :-)
#9839
The Skydriller only works a few minutes, just zoom out and scroll anywhere else until its finished.
#9840
Why do you bother your pawn to produce components anyway ?
They are very work and resource intensive.

It is much better you call daily a Exotic good or bulk good caravan from a friendly faction (300 gold) and buy all the components from him, while you sell all you manufactured items or resources to the caravan.