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Messages - Aarkreinsil

#106
If you only have one automatic gun, I'd give it to the best shooter, though. They can probably do you more good with it than someone who misses 2 of 3 shots in each burst  ::)
#107
General Discussion / Re: Solution for killboxes??
April 27, 2015, 10:14:09 PM
Even if you made it so enemies would path right through walls and break them down, you could just make your walls so thick, or dig yourself so deep into a mountain, that they would be funneled into some kind of killbox again.

But even without the killbox approach, if you just build a maze-like colony and use every corner as cover with some turrets scattered around, you get almost the same result. I usually go for a killbox at the entrance, and then the mazey construction in the central colony. This is mostly because I get a ton of airdrop-assaults right into the middle of my base when I don't dig myself into a mountain.

I think the best solution for killboxes would be an expansion to the siege mechanics. I know sieges are easy to dissolve with just one or two snipers, but they're so different from all the other AI approaches that they usually make my killboxes completely useless, or even outright destroy part of them from a distance.
#108
Oh god we NEED the heat distribution mod in the base game. I couldn't live without it. The vanilla vents are basically useless and ugly x_x

#109
There's only one or two things I need in this mod to make it perfect for all my needs xD

The first one would be weapon/armor crafting, maybe tied in to the orbital crafting stuff. Right now I don't really have that much use for the orbital assembly lines, since they don't really add anything new. Just adding the vanilla gun/armor recipes would help a ton.

The second one would be trader calling. Maybe via the orbital control stuff as well. So you can basically summon a particular trader, which might take some time/resources or just draw a huge amount of power while the nav beacon is active.

I know the trader thing might be out of scope, but I'd really love to see some weapon crafting, maybe even including some kind of stun weaponry that can be fitted to turrets as well.
#110
It's possible? Easy and fast too? Then go ahead and do it o~o

It would be way too easy to infinitely dupe stuff with this, though. You could just load a save, basically GIVE all your stuff to another player, then load the save again and repeat.
#111
Mods / Re: [Mod Idea] Tribal Colony
April 27, 2015, 01:26:27 PM
Soo, what about population stuff? Usually the tribes make up for low tech with their numbers, so you need some way of ramping up your population count.
Also, I wonder how raids would play out. On one hand, raiders shouldn't have too much interest in attacking a low-tech tribe, but maybe there are some slavers that try to stun and capture your people to sell them as slaves or involuntary organ donors.
#112
Thanks for nudging me at your mod in my request thread xD
Your mod title made it Sound like a turret compilation, so all the great industrial stuff went completely under my radar.
The drills, the offworld crafting thing, it's just perfect.
#113
Mods / Re: [Mod Request] New Deepdriller equivalent
April 26, 2015, 05:50:38 PM
Cheers, Mipen♥
#114
I love the concept of power stuff that gives off heat and has to be cooled. Maybe you could build upon that somehow.
#115
Mods / Re: [Mod Request] New Deepdriller equivalent
April 25, 2015, 04:32:45 PM
Exactly, something like a quarry would be nice as well, you designate a spot, it takes a huuuuuge amount of work to set up and then you throw people at it to mine for stuff. Maybe something like a quarry for stone blocks, a mine shaft entrance for ores, and then higher tier machinery to automate the process.

I'm a sucker for bionic engineering and surgery mods, and those often require gold etc. which I havent seen on a trade ship in ingame YEARS, so I'd love to be able to produce those things myself.
#116
Mods / [Mod Request] New Deepdriller equivalent
April 25, 2015, 03:16:21 PM
Another request I have, is a new machine that you can set down and that starts mining ores for you, just like the old deepdriller that sadly was removed from the MMS mod. Preferably without a huge total conversion modpack tacked on top that completely changes the rest of the game and breaks all of my other mods.

Since it has been removed I only play on mountainous maps, it's just so annoying to play on flatland maps where you sometimes don't even get ANY plasteel/gold/uranium etc. deposits. Not to mention that it's harder already since artillery shells can easily whack your roof in.

Of course it can be reaaally expensive in terms of power consumption and maintenance need, which was really nice in the deepdriller mod. You constantly had to make and replace the drill bits, pipes and have people haul away the products.

And I can't rely on traders either, they either don't show up when I need them or don't have steel, or only very little of it.
#117
Mods / Re: [Mod Request] Gun/Armor crafting
April 25, 2015, 02:37:37 PM
Yeah like some of the others who use a mixture of plasteel, gold, silver, maybe even devilstrand to make something like kevlar.
I know there might be something like this already out there, but either it's just too big with new minerals, new worldgen stuff and factions etc. or it's just named so obscure that I can't seem to find it.

The gunsmithing mod sadly doesnt work for me, might have to be updated to alpha 10.
Never got Aparello to function either...

Oh, alright, didn't know that you had separate little pieces, I usually don't pay that much attention to packs, since they modify so much xD
I'm especially fond of the stun stuff, would love to be able to make some tazers and stun guns. Killing people isn't always what I want.
#118
Mods / [Mod Request] Gun/Armor crafting
April 25, 2015, 02:30:46 PM
Hey there, I'm looking for a rather basic mod that lets me craft guns and armor, obviously.
I've looked through the mod list, but everything I find or had in earlier alphas seems to be out of date and/or discontinued. The thing is, I don't want a huge, total conversion mod with factions and an entirely new techtree. That would just break most of my other mods again x_x

Just maybe a few new researches, 2-4 new workbenches for guns (up to assault rifles) and kevlar armor+helmets etc. would be nice.
If the mod would include high-end things like power armor and charge rifles, that would be awesome of course, but I know it's hard to balance that kind of thing, so anything goes, really.

Thankies~
#119
Ouh alright, haven't really looked into mods for this release, since it just came out. The mod forum is kinda hard to navigate, too much obsolete stuff drifting around there.
#120
General Discussion / Re: Evil Ships
April 25, 2015, 12:07:54 PM
Triple rocket launchers. Nuff said.

Centipedes etc. only have a 20% armor rating against explosions, but a whopping 80% or so vs bullets. Just grab a few rocket launchers or nades and you're golden xD

But yeah, the mortar technique was fun back when you didn't have to actually use shells in them.