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#16
Outdated / Re: [MOD] (Alpha 8) Modular Tables (v.1.42)
February 13, 2015, 11:59:03 AM
This one is right up there with the Ed-UI on mods I never go without. Although I "replace" the standard tables with these. I just never use the default ones anymore. Just tanking up precious UI space  :)

Thanks for this ItchyFlea! Shoulda commented long ago cuzz it's been in my order sense forever really.
#17
Bugs / Re: Disappearing pants, m16 and prisoner
February 13, 2015, 11:27:30 AM
Ok when screwing around with an OLD save on a new update I've been able to reproduce the "disappearing pawn" phenomena...(Yes I've been playing with an older version of A8 this entire time. This may explain why I've been experiencing very few bugs. Older version was possibly the more stable of the two)

Not even gonna call it a "bug" because obviously playing old saves on a new update is something you should avoid like the plague. 

Did ither of you guys update your game recently and use existing/old saves in the new update?


I'll definitely report any issues while playing this newer version on new games though. Should help narrow things down a bit.

#18
Ideas / Re: Cassandra "Serious Challenge" Some thoughts.
February 13, 2015, 10:00:58 AM
^
^
Gives me another idea. Use Casandra's "challenge" script for the first say... 30-60 minutes on higher difficulties so you don't have soo many "broken" starting scenarios. Just a thought, meh... there's gotta be a better way to deal with that starting situation than that though.

Seems like most people are enjoying Randy on lower levels? Maybe use his instead but I couldn't even say sense it's been soo long sense I played him.
#19
Quote from: Rock5 on February 12, 2015, 06:09:35 PM
Well... The windows are re-sizable. :)

FOR FK SAKE
Never thought about it even having a resizable window. Thanks
Was just gonna say besides the tiny window I loved the forum layout in general and all the other options when posting :) 
#20
Ideas / Re: Carrying a Ranged AND a Melee weapon
February 12, 2015, 06:23:14 PM
Quote from: Darth Fool on February 12, 2015, 07:21:14 AM
minigun... think the guns in aliens which not only have to be held with both hands but that require wearing a rig to hold it up...

http://cdn.screenrant.com/wp-content/uploads/Best-Movie-TV-Weapons-Aliens-Smart-Gun.jpg

dang.... was hoping for some form of probing device for added "flavor" ewwww....
But you where serious about the 3 hands... I dono what to think about the "sizes" thing really. I'm on the rails I guess.

Side Note: One of my favorite movies ever even though it's got some of the worst acting ever lol
#21
Ideas / Re: Metal Ingots
February 12, 2015, 06:07:33 PM
+1 to anything that saves me from having half my bases as storage. As long as it's in a somewhat rational way. Think you'll have to take some liberties where realism is concerned to make it worth the time "compacting" though. But whatever works I'm on board.
#22
Ideas / Re: Cassandra "Serious Challenge" Some thoughts.
February 12, 2015, 05:52:17 PM
 She does feel pretty predictable in "when" events will happen that's for sure and I never had the crazy random numbers problem on regular challenge difficulty. The challenge difficulty feels nicely balanced for starting out to me(well maybe not for JUST starting out but it's manageable after a short while).

Playing Randy you are prepared for a wild ride. It's right there on the tin :P Hell I'm afraid to try him on serious challenge after Cassandra's odd behavior. I think at higher levels you need SOME linearity just to have a chance if that makes sense lol. Otherwise it's the old exercise in futility .... spawn... 15+ raiders... restart.... tell you get something manageable and that's just wasting precious playing time. May sound harsh but that's how I feel about it :)
#23
Quote from: Hayhorse on February 11, 2015, 07:25:43 PM
Quick question; Is this mod still compatible with glitter tech .8?
GlitterTech 0.8 now changes the files that have to do with organs/limbs with "Advanced Bionics".

Quick answer: Try it and see
Long answer: It's way too long to answer.
Find out which mod came first and ask the newer one's author is your best bet.
#24
Quote from: Rock5 on February 12, 2015, 10:05:59 AM
Yeah, one of my pet peeves are people who write stuff and don't bother to reread what they wrote. So they don't notice that what they wrote was gibberish.  ;D
Boy then just cover your eyes when you see my posts lolz. I'd say every other one I end up having to edit.  I blame it almost entirely on this tiny window we get to type in. Yep, it's all the windows fault I can't type.   
#25
Bugs / Re: Disappearing pants, m16 and prisoner
February 12, 2015, 01:49:22 PM
yall sure their hands/arms didn't get shot off OR did they EVER fall unconscious? Both will cause them to drop weapons. That really is freekish if their just vanishing. As for pants colonists do show up without them at times. Even when beginning a new colony. Sure you didn't just NOT notice it?
Only asking because I've never had anything like that happen... in more hours than I'm willing to admit lolz

Tynan's just yanking our chains and pirates really do steal stuff... including pants it seems  :o

EDIT: Now that I think about it I do seem to remember "loosing" weapons BUT it was after they where on the ground. I prolly just figured there was eventual despawn or "cleanup" on loads. But who knows... with all those trees it's sometimes hard to find your hand in front of your face. Ok I think my mysterious weapon disappearance was do to fire after they fell on the ground and I just didn't notice.


Hey Tynan, can't weapons also be destroyed by explosions? I'm talking while they're equipped? I noticed they do have "health" and I've seen it not be 100/100 before. Pretty sure I've seen it in red before. I may be loosing it. I'll pay attention next time the cents show up and blow the crap out of things.
#26
Mods / Re: New Graphics For The Game
February 12, 2015, 11:49:49 AM
Gorgeous work on just about all of those. Toooooo good though. Just turn the skill dial down to about 10% and they may work :)  Unless yall plan on retexing the entire game that is.
#27
Ah, thank you kindly sir. Will hopefully have one up tonight or tomorrow sometime. If I don't forget haha.
#28
Ideas / Re: Air vents
February 12, 2015, 09:42:25 AM
Quote from: Vexare on February 11, 2015, 07:01:15 PM
Quote from: Skissor on February 11, 2015, 05:12:57 PM
There is a working mod for that.

https://ludeon.com/forums/index.php?topic=8476.0

Another one I'm going to have to try out too - thanks!
^
^
Yea it's a nice mod.

Oh but that's not all kids! If I remember correctly he's made changes to how temperature transfers between different rooms for A9. I'm ASSuming at a higher rate. So yea........ we'll have walls that act like screen doors... :o  sooo looking forward to it  ::)  Aren't you? lolz

I have no clue but sure sounded something like that when I read it... PURE speculation of course and I'm sure it won't be THAT bad. Or... WILL it?!?!.. 
#29
Quote from: MarvinKosh on February 12, 2015, 06:47:00 AM
As long as they're relatively youthful, I'll roll with almost anything the randomiser of doom throws at me. Older colonists tend to go blind and shuffly when their birthday rolls around. :P

Same, although I rely on mods for "fixing" that later. Which way is more cheaty? Arguable I guess :) Honestly the cataract seems a bit too regular to me but eh... adds flavor.
#30
Quote from: Rock5 on February 12, 2015, 06:52:32 AM
This way you don't actually increase growable areas but just have the ability to shuffle the soil around so you can make the most of sun lamps. You would still need to use hydroponics to increase your farms beyond the available soil.

Yes, exactly what I meant just expressed it very very poorly haha. The point was  NOT increasing growable area but adjusting it to suit your layout. Thanks , I've been looking for those words for a week and you had them. hahaha

That entire last post was totally screwed up now that I reread what I typed. You pretty much understood my gibberish anyways. At least the part that mattered :)