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Messages - silentlord

#31
installed the mod and seem to have issues with random events that spawn attacks or anything pawn related.
started and played 4 different games now... playing for around 5 years in game, as thats as far as i can get before its too laggy.

but each and every time its the same..... within days with get a caravan, then 1 or 2 single manhunter packs. the a.i event about taking you offworld.... then its just insectiod spawn, nothing but various sized raids, sometimes event about insectoid scouts, quickly followed by another insectoid raid.

in fact after those first few events, i'll never see another pawn until i get comms and request one.

im just sick of insectoid raids.
#32
@sidfu; really? hehe, what is the fuel do you know? when i click on it, it has no fuel tab or the tab that displays the internal temp etc....

p.s. holy crap those terminators are hardcore! lost half my colony to a small attack force. damned T-800s
#33
quick question on 2 power related items.
1.) xenon-ion generator, built and online but no power, reading the description says 250F to make power. any clue as to how to get high temps? built a small room the xenon with 4 industrial heaters and coal burner and temps struggle to stay above 100F.

2.) plasma generator. how does it work? i have a plasma reactor online and pumping power, the generator is in same room next to it, and hooked into the power grid. its producing nothing and not charging? its been 3 ingame seasons and nothing. theres no button to start charging and no interaction. confused on this one.
#34
apologies if stupid question, but is the latest master on github still A14 or A15?

been playing the A14e version for ages and refused steam to update, if the github is A15 i can let steam update.
#35
why whats wrong?
#36
sounds amazing, will gladly wait for this one.
#37
damn incinerator going 24/7..... super tricky out hospital and quarantine ward.... oh the memories, and then the added bonus of the darkness mod on top. pure terror when the lights go out. 
#38
dearly miss this mod. one of the best and challenging.
#39
true... don't wanna be making them use 5.56 nato or 7.62mm rounds.

hehe.... we want USCM standard munitions, M309 10mm x 24 rounds 210 grain round imbedded in caseless propellant block of nitramine (Armat M41a Pulse Rifle, M42a Sniper rifle), M250 10mm x 28 caseless rounds, (M56 Smartgun, M42 sniper rifle)

shame no grenade launchers on the Armat rifle, lots of various nade rounds for it.... M38, M51a, M108, M230, M60 and M72A1.

oh forgot to ask... will you be adding the other Alien franchise weapons... i.e. the PIG! hehe the M78 and the M83A2 SADAR, M112 HIMAT.
#40
okay thanks for reply. i love the idea of SiD, so i'll change load order and report back.

thanks Britnoth, works a charm now. thank you very much.
#41
i got this error too.... however mine was another mod, SiD mod... it doesn't like CR.

if you are using SiD mod you can't add it along with CR.
#42
Just come back to Rimworld after leaving around A9. and oh boy have things improved, but this mod is without a doubt the best mod ever for me.... like many im a complete Aliens nut and had to have this.

@Hiztaar; thank you greatly for your work and bringing this rimworld, i can't play without it now. :-P

just a few questions;
are the USCM weapons craftable or is it disabled for now?
Are we gonna see Xenomorph's? has to be asked.

also sound level wise, appears spot on, on my end. not too loud and not too low either. the pulse rifle firing is off though, the sound not the sync.... the fire seems sped up to fast.

lastly, we really need a Predators faction and Engineer faction. plus love your android/synthetic plans.


p.s. oh almost forgot, are you considering doing a patch or version thats Combat Realism friendly, works now but seriously unbalanced, out ranged and out-damaged by all other weapons.
#43
Quote from: cram on May 08, 2016, 02:34:21 AM
Quote from: silentlord on May 07, 2016, 07:38:14 PMHi, for now thats only player-handled flares, that will use mortars,
Well yeah, the thing is that if raiders all come with the same equipment, that would be dumb, but i thought about shoulder lamps which could be cool.

yeah that was my thoughts as well, all having the same gear for lights is not a route to go down, as theres alot of mods adding good looking equipment etc...

but shoulder lamps, damn thats a perfect idea.... holy crap actually that would be insane, im a huge Aliens franchise fan, and of course gotta play with the USCM mod here, if you can add shoulder lamps then damn! thats just like the movie Colonial marines. :-)

other than that i really can't think of anthing else, the mod is perfect as is. i literally can not play without the darkness mod.
#44
just a note, SiD doesn't play well with Combat Realism mod at all. you add both in a load order and game has a fit and throws a pop up;

Recovered from incompatible or courrupted mods errors - all mods have been disabled and can be activated again i the mods dialog.

the debug log is pure red and afew yellows and whites.
#45
The one thing i always wanted when i first encountered the original, was more light. but not to me, to the enemy pawns.

as stated before i love the darkness mod as is perfect for immersion, out in the wilds or countryside its pitch black without the light pollution of human technology, so was awesome when i saw this mod before.

the thing i wanted was for the enemy pawns to have some kind of torches; 1. makes sense for immersion as they can't see crap. 2. so i can see them better, rather than rely on the red text.
at first i didn't think this was a possible goal, as no other mod i'd seen employed anything along those lines, until the aforementioned Rikki mining & co which added torch-helmets.

so if anything i would like an addon that gives the enemies torches via equipment. :-)

however again dunno if this can be done, as this would force them all to wear the same gear item for the light, would break immersion. doh

however the idea of flares is an excellent one, that purely player pawns or AI pawns too?