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Messages - Valor

#16
I think now its just expensive IED. Has been for quite a few versions.
#17
Bathing in golden bathtub should mean at least something :) But understood, thanks.
#18
Quick question: Why public bathroom doesnt add mood buff if its very impressive? To benefit from mood buffs do I really need to make personal bathrooms?
#20
Quote from: Geroj on January 26, 2018, 07:00:11 AM

14. after several versions of this mod I played I still have no idea what is prometheum (resource needed in some ammunition recipes) and where to create it


Prometheum is gathered from a special plant called Blazebulb. Take special care with this beauty as it explodes if heated too much :) (Ie.: Perfect for extreme desert playthrough)
#21
Mods / [Mod Request] Trait neurotrainers
January 24, 2018, 06:24:24 PM
Hello,

I am looking for a mod that would add neurotrainers for traits to merchants (same category as neurotrainers) that would either add the trait if pawn doesnt have it or remove it if he does.

Thank you
#22
Mods / Re: [Mod request] Range 2 melee weapons
January 24, 2018, 04:58:46 AM
I have another question, is this even possible in the current game engine?
#23
Mods / [Mod request] Range 2 melee weapons
January 22, 2018, 09:41:56 AM
Hello,

I am looking for a mod that would add melee weapons with longer range (2) so you could attack from backline with them. They should follow all normal melee rules and when used in range 1 either be unusable or have halved damage?
Anyone could manage perhaps?

Thanks,
Valor
#24
Generally animals, visitors and enemies spawn on any discovered map edge. But I have an issue, via mod I had a map generated that was a river cutting through mountain. Montain is mostly solid with few crevices here and there serving as valleys, where plan life and animals are. River is encompased by a lot of shalloow wats so movement is possible on both side with few wade points between the sides possible. After the generation I noticed the one end of the river is inaccessible (due to few missing spots of shallow water). I fixed it with dev mode. Every pawn can now use it (and some often does) to leave the map, but nothing ever spawns on that end. Only the other end is used to spawn everything (both sides of that end) So my questions:

Are the spawn points determined on map creation?
Can I change (add) spawn point manually? Via dev mode or save file editing?

Thank you.
#25
General Discussion / Re: Map Generation 16 versus 18
January 20, 2018, 12:37:34 PM
Easiest way is to download

https://ludeon.com/forums/index.php?topic=18073.0

and configurable maps from here

https://ludeon.com/forums/index.php?topic=36687.0

Should solve any of your issues. I now basically play in canyon (basically all mountain split in half by river with few creeks of farmable soil) thanks to combo of these.
#26
Quote from: Sharajat on January 18, 2018, 11:51:42 PM
Without a CE update, is this just unusuable?  Asking because it's my favorite modpack, but I don't see a chance of surviving without guns
Quote from: Harry_Dicks on January 18, 2018, 11:53:14 PM
I don't use this modpack, but unfortunately it seems like all I'm seeing coming out of Combat Extended's corner is a lot of bugs :-\ I do not think it has had a full proper release for B18 yet, but the HCSK guys use a lot of their own derivatives of the mods included. Not sure if CE is one of them.

As I said before, guns work normally for me. Can craft ammo, kill enemies with them. Downed raides drop ammo. Bullets hurt. What else would you expect? :)
#27
Another thing I found. Researching Ananogel gives you Ultra tech. Research is available quite easily and its the only ultra tech in the tree. I managed to skip industrial and spacer tech by this. Maybe lower him to spacer or industrial?
#28
Heya,

I noticed one special thing. Explosive damage is not reduced by any armor. That means that explosive arrows are really good vs mechanoids, and I dont think that is intended. I have taken down centipede in 20-40 arrows quite regulary.
#29
Lets talk about Sulfur a bit.

Its made from iorn ore atm, but according to description should be made also from crude oil. But from crude oil you make Sulphates, totally different product. I think that these two should be one and its a bug, am I right? Some old change logs 11.1-12 or so also suggest this should be the case. Any ideas?

Thanks!
#30
I just had colony with mossins as starting weapon and it was very fine, they were killing stuff left and right. Bows work fine as well in my current playthrough. I test few more weapons and let you know, maybe installation was done badly?