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Messages - BinaryBlackhole

#76
Releases / Re: [MOD] (Alpha 7) Glitter Tech v0.65
October 26, 2014, 02:21:11 AM
I came up with some more weapons the fusion cutter basically a advanced sword. As well as plasma cannon basically a advanced flamethrower, biohazard grenades  does toxic damage and  the lighting rod weaker version of standard gun in this mod but does electrical damage to deal with those pesky mechanoids
#77
Ideas / Re: Bio-engineering?
October 25, 2014, 01:30:03 AM
1st tier basic biology manufacture medicine and vaccinations. 2nd tier organ printing requires high crafting skill and human meat, skin patches quickly removes scratches and bruises can be applied by the person. 3rd tier basic genetic engineering minor improvements some risks eg. 4th tier symbiotes use food to rapidly heal people, advanced medical beds and advanced genetic engineering less risks more options. this is my layout for the research into bioengineering.
#78
Mountains have many advantages from thick roofs that  prevent enemies coming in in drop pods to been cheap constructions. My idea is to have a special enemy a giant worm that has a chance of leaving rocks or ore behind it [fills in tunnels effort to maintain them] . Basically being a tunneling mechanoid you would have to research ultrasonic sensors to detect it. Also how about resurrection tables if a body is in a suitable condition it needs all the important organs. Using blood extracted from colonists and 10000 electricity you could resurrect corpses that recently died resurrection would leave them immobilized for 2 days and make their skills all drop by 1-4 depending on medical skill. This would be fair as 1 they must bleed to death not die from bad injuries. 2 you are making colonists weaker as they lose blood. 3 corpses must be fresh you could only resurrect 1 person per resuscitation table every wave as patching his wounds and filling him or her with blood would take to long for more than one person to be resurrected.
#79
It comes up as a adobe acrobat folder instead of a compressed zip folder. With other mods I get a compressed zip folder, I then extract the folder and put it into my game and it works. Below is a attachment of what I get when I download the mod.

[attachment deleted by admin: too old]
#80
This mod is great but whenever I try to download version 1.3 and it dosent work it just comes up with a message about adobe reader not being able to open the mod how do i fix this?
#81
Releases / Re: [MOD] (Alpha 7) Glitter Tech v0.65
October 22, 2014, 03:34:37 AM
Anti dropod lasers or shields the glitter worlds wouldn't just let thing fall on top of their cities now would they you can't have raiders landing behind your defenses also holographic door for sneak attacks.

Also radiation shielding which is an upgrade that makes  things immune to solar flares but requires more power or alternatively a radiation shield that neutralise solar flares in its range.
#82
Ideas / Re: Your Cheapest Ideas
October 22, 2014, 02:58:47 AM
Mechanoid hive a variation on the crashed ship part slowly spawns mechanoids for forever but no effect on morale long term the mechanoids will slowly expand this is more of a time based one also hive starts with 4 centipedes and 4 scythers emp weapons will reset the hives mechanoid production rate.
#83
Ideas / Re: Big list of suggestions! Check it out
October 22, 2014, 02:52:20 AM
saving people is a must they should react differently depending on how they are treated if you talk to them you can ever get more appreciation from the people you return them to as well as a higher chance of them joining the colony which grants less good will form their faction.

Also combat engineers definitely should be implemented some people just can't fight properly using them to rescue people or repair things are the things they are generally used for but you have to undraft to repair things then they go off and eat a meal when you need them.

Shooting skill is important but how about a miss  accuracy bonus the longer you spend aiming for a target the more likely you are to hit it. Maybe a 2 percent increase in accuracy  for every shot this would eventually rack up to something substantial.
#84
Ideas / Re: Tone Down or remove Friendly Fire
October 21, 2014, 04:41:36 PM
The real issue is the ai in raids make it so that they shoot whoevers closest you need to make it so if theres someone else in range of their weapon they will aim for person  instead without you having to interfere also better shooters have smaller friendly fire cones as they are more accurate.