i'm gonna try this out with cerbernetic storm and edb's mods i'll say if i get errors
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#196
Outdated / Re: [MOD] (Alpha 8) The Metal Age 0.0.2 , core game overhaul mod.
January 06, 2015, 12:01:24 PM #197
Releases / Re: [MOD] (Alpha 8) Crash Landing v1.10 (05-01-2015)
January 05, 2015, 10:22:23 AM
yay updates
#198
Releases / Re: [MOD] (Alpha 8) Crash Landing v1.00 (04-01-2015)
January 05, 2015, 08:42:25 AM
katacirk I think the problem with the ai may have been that it landed inside of a giant cave in a mountian
#199
Outdated / Re: [MOD](Alpha 8) Mining&Co.: Laser weapons (V2.2 03-01-2015)
January 05, 2015, 04:42:09 AMQuote from: Rikiki on January 04, 2015, 03:22:04 PMaww i hate when pirates with lazer destroy me
@popster99: I know, this is a limitation. It would be quite a lot of work to adapt the shield for it to stop laser beams.
However, for my defense, I can say the shield only stops matter, not electromagnetic waves. If it stopped also light, then it would be all dark in there!
@Loki88: yep, I found it fun to represent the diffraction through the prism like that!
@mrofa: I know, this is a limitation of the game to optimize resources (this is how I see this anyway): it only displays the objects which position is within the screen (for example, there is no shadow if the mountain is not visible).
So laser beams are only displayed if their origin is on the screen.
#200
Releases / Re: [MOD] (Alpha 8) Crash Landing v1.00 (04-01-2015)
January 05, 2015, 03:38:39 AMQuote from: Katavrik on January 04, 2015, 10:14:45 PMi've radiation for over a year 73% on three colonistsQuote from: Oxidus on January 04, 2015, 04:30:45 PM
Ehm and how do you take care of reactor?
There are two ways to remove it:
- to destroy, but it really tough. And you need a long range weapon or mortar.
- to claim and then deconstruct. But you need a colonist with an excellent construction speed, othewise he will die before deconstruction. At this point i realised, that deconstruction cost is too high. Balancing needed.
As for radiation. It is not very realistic and too simple, but it do its job right. Radiation follows these rules:
- When a colonist is in radiated area, his radiation level increases.
- Radiation level of a colonist does not harm him, until it reaches 100%.
- When it reaches 100%, a colonist will die.
- Radiation level does not reduce with time, but eventually disappear after about half year.
#201
Releases / Re: [MOD] (Alpha 8) Crash Landing v1.00 (04-01-2015)
January 05, 2015, 03:36:16 AMQuote from: Katavrik on January 04, 2015, 11:13:51 AMit said the ai party will crash down i saw it crash down pasued game after it crashed and the ai item wasn't there no fire eitherQuote from: popster99 on January 04, 2015, 10:10:33 AM
i started with this and the ai party crashed down in a open space but no ai persona item spawned
AI persona catches a fire after crash ant takes damage from explosion. If you dont rescue it, AI persona will be destroyed by fire. Are you sure that it does not appear right after crash? If yes, what place did it lands? Are there some objects?
#202
Outdated / Re: [MOD](Alpha 8) Mining&Co.: Laser weapons (V2.2 03-01-2015)
January 04, 2015, 10:45:35 AM
just so you know lazers go straight through ed shields
#203
Releases / Re: [MOD] (Alpha 8) Crash Landing v1.00 (04-01-2015)
January 04, 2015, 10:10:33 AM
i started with this and the ai party crashed down in a open space but no ai persona item spawned
#204
Releases / Re: [MOD] (Alpha 8) Crash Landing v1.00 (04-01-2015)
January 04, 2015, 05:09:35 AM
i've found no compatibility issues so far
#205
Releases / Re: [MOD] (Alpha 8) Crash Landing v1.00 (04-01-2015)
January 04, 2015, 01:53:12 AM
i'm restarting my ultra modded world to play with this i'll say if i find incompatatbilitys