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Messages - Valor

#76
Mods / [Mod Request] Neurotrainers for traits
May 05, 2015, 03:11:17 PM
Heya, would it be possible to mod in items like neurotrainers that would add or remove traits? Lets say Lazy neurotrainer would either add lazy trait (if not currently present) or remove it (if colonist already has it).

Thanks
#77
I would love expanded research trees. Rank V for each, could unlock better bionics, bionic organs, high tech weapons, Shielded walls (wall that has a shield in it, just for the square), temperature barrier (Ie barierer that holds only temperature), improved hydroponics, solar flare protection, Combat drones (Ie Mobile turets with patrol path, that cannot be drafted) and possibly some sort of hauling improvement.
#78
Quote from: Skissor on April 26, 2015, 05:30:41 PM
Quote from: Abrexus on April 26, 2015, 05:04:55 PM
Update v0426 now available
* Combined Agriculture and Bulk Goods traders
* Reduced the grow time of devilstrand
* Changed the Security IV shields to Jaxxa Shields (Huge thank you for his continued support) - Sabre and CRAM shields are now available

When we switch to your update, can we still play current playthroughs?

Will our current Sabre shield works?
#79
Quote from: Valor on April 25, 2015, 04:59:47 AM
Heya, I have issue with sabre shield. The shield has 500 HP, but recieves 5* standart damage from all atacks. That is intended? I tested it on purpose and single shot from sniper rifle brought it from 500 to 301 (40 base damage, I assume shield regen was faster than me), and great bow got it to 412 (18 base damage).
Thanks!

Gentle bump please
#80
Heya, I have issue with sabre shield. The shield has 500 HP, but recieves 5* standart damage from all atacks. That is intended? I tested it on purpose and single shot from sniper rifle brought it from 500 to 301 (40 base damage, I assume shield regen was faster than me), and great bow got it to 412 (18 base damage).
Thanks!
#81
The problem is when pawn starts a task they must finish it, unless the task can be interrupted. For example, if pawn chooses to haul a stone from other side of the map, he will walk there and back with the stone, even if he would start starving. The hauling task doesnt allow interruption. Same for minning, where its most noticeable with bad miner as the rock has 10K health. Pawn must finish the square and then he can decide what to do next.

Some tasks that are interruptable from top of my head: Crafting weapons and armour, Hunting.
#82
Ideas / Making brawlers viable
April 20, 2015, 05:38:52 AM
Well, lately I have been trying to make mostly melee oriented group, my base was a maze and enemies did not really have a chance to deliver shots. Still there were some problems and was mostly unmanageable. So I have a small suggestion that could increase (or decrease) your colony lifespan if you decide to go mostly melee, or even just have few dedicated bashers.

1. Let the melee skill reduce opponents chance to hit - If your really good with weapon you can fight, deal blows and not be hit, mainly if your skill/weapon is superior to the opponents one.
2. Give attackers bonus to hit if they outnumber their target - Even skilled fighter will fall to many.
3. Change CqC weapons to give bonus(or malus) to attack and defence %.

I hope everyone can imagine impact of such changes.
#83
Heya, I have a few question, please.

Cyber turret is just normal improvised turret with more health? I havent noticed any weapon improvements.

Nanosteel is of any real use? Its quite expensive but not really harder that granite wall. Its good for making melee weapons perhaps?

Why cant we contact cyber cowen via console?

Thanks!
#84
Mods / Re: More slaves from slavers?
April 12, 2015, 06:17:22 PM
It did! Terrific! Thanks a lot!
#85
Mods / Re: More slaves from slavers?
April 12, 2015, 02:13:19 PM
Awesome! Does this work on existing save, please?
#86
Mods / More slaves from slavers?
April 12, 2015, 01:52:44 PM
Heya,
is it possible to modify some XML file to have slavers offer you more slaves whenever they visit you? Or is there by any chance a mod that does a similar thing?
Thank you kindly.
#87
I thought there might be some variable in the game XML files that would designate how many towns are generated. I looked for it and didnt found it. Well maybe it will get added in future versions :) Thanks for answer tho!
#88
Heya,

is there a way to make world gen spawn more towns in the world?

Thanks Valor
#89
Outdated / Re: [MOD] ALPHA 8] Commando Dog Storyteller
January 01, 2015, 07:30:19 AM
The dog can be really insane sometimes. I play on Challange, 3 Collonists and about half a year in he sends 5 Scythers and 3 Centipedes. During the fight he combines it with Tribal raid (+- 20 tribals) and in the end, still on the same day he makes 6 dromedars mad ... because why not ... :)

Also its not true he makes at least an event per day. Longest "Event free" streak I had was around 85 hours give or take few.
Overall Its enjoyable even if its really hardcore.
#90
Support / Game turned into builder mode
December 29, 2014, 11:55:55 AM
Heya

I played modded game with Randy, but after some error poped on me one day on loading I slowly noticed no raiders or mechanoids attack me anymore. I Thought Randy is giving me a break but after 6 months, I thought its really strange. So I came here to ask for help, if anything could be done to salvage and save my game, or if I do have to start over.

Mod list
Core
EdBModOrder
ED-Core
CyberneticsStorm
FastFloors
ED-Embrasures
ED-AutoLoader
ED-EMRG turret
ED-LaserDrill
ED-MortarAmmo
ED-PersonalShields
ED-Plants24H
ED-Shields
EdBPrepareCarefully

World save
https://www.dropbox.com/s/rbpu9y77jro4zky/KajamPrior.rww?dl=0
Colony save
https://www.dropbox.com/s/plz9aaqml3j8xht/Sn%C3%ADlkov.rwm?dl=0

Thanks a lot for any help or hint! Much appriciated!

Valor