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Messages - Kaballah

#196
Thanks :)

I have no new feedback, your mod is in pretty great shape right now.  Future things you might like to add would be "minifying" more installations that make sense, e.g. the small heater and the research bench, that's really a nice feature.
#197
Latta I really like the changes you've made and how there are just two dedicated duct networks now, the cross piece approach in the older version was always a bit clunky.  Such a neat and interesting mod  :-[
#198
Sea Snakes butcher into wayyyyyyyyy too much meat, for as cheap as they cost to buy/embark with on points (with Prepare Carefully) and also when they come down in cargo pods incident.  They should also probably not stack as high for as much meat as they give.  Very interesting mod though, I like everything else very much!
#199
Quote from: Blitzkriegsler on December 19, 2015, 03:40:09 PM
For those wondering, this mod makes the mech faction not raid and disables the falling ship parts. I'm not entirely sure, but I think that mechs can still spawn in those hidden tomb things.

Here's the link to the first video: https://www.youtube.com/watch?v=Z8EEjF3zzgg

Thanks Julia, I actually really wanted something like this and had not gotten around to figuring it out myself.  Trying to do an all melee colony and mechanoids are just super badly balanced for that scenario  ::)
#200
Quote from: Justin C on May 20, 2014, 02:09:20 AM
Features:
Zombies
- Zombies are mindless killers. They kill you and your enemies indiscriminately.
- Their bites are infectious. If a colonist is bitten you will get an alert. The colonist will slowly die of the bite, and then they will turn into a zombie immediately on death.
- They are 20% slower than colonists and other enemies, and can be easily killed with Cutting weapons like knives and swords.


That's a core design feature  ???

I mean if you want them 10 times harder in your modpack great, but the 10x health thing probably should not be the default.
#201
JustinC did that intentionally, a few pages back, when Tynan introduced the Manhunter AI and kind of broke zombies' ability to bang on doors.
#202
PS thanks very much for updating it
#203
Something really weird with the Harsher Biomes sub-mod (HotCold_Biomes): steam geysers are not appearing on default size desert/arid maps at all as far as I can see (embarked a few times on Flat terrain) and when I tested with a 400x400 max size map, there were some but they were placed suspiciously non-randomly, in a straight line near the edge of the map.

e: eh never mind, apparently I just had really odd luck a few maps in a row  :-\
#204
Yeah I played with this for some time, shooters with normal quality starting weapons with Shooting skill 15, in good lighting and the zombies had no cover.  Even having everyone focus fire, maybe you can beat the first zombie incident (just one of them) but the second raid of 4 or so will wreck you.  Not at all vanilla rules friendly!  Like I said though, at least it's easy to undo.
#205
I re-read the last several pages and I see who updated it but I don't see any discussion of "gosh, it would be great if zombies had 10 times more hitpoints" or "okay, I have changed zombies to have 10 times more hit points and here's why" so  :-\  Using vanilla weapons and combat rules, the first couple of zombie incidents will pretty certainly kill your colony unless you wall up entirely and you can forget melee all together.

Easy to undo at least.
#206
Oh, no wonder my zombies were so hard to kill, 10 times more hitpoints.  Who made that change, why?
#207
There seems to be a bug with the stamped earthwork wall, when a patch of ground fire spreads to a a stamped earthwork tile the game freezes.  FYI
#208
Outdated / Re: [A12d] Drier Boreal Forests biome
December 22, 2015, 03:59:08 AM
Updated to Alpha 12d, see OP for new download link.  Enjoy!
#209
General Discussion / Re: Steam Geysirs
July 31, 2015, 05:27:40 PM
I kept reading it as "Steam Grey sirs" as in old dudes that use Steam  ???
#210
General Discussion / Re: Does prosthophobe stack?
July 31, 2015, 05:26:46 PM
As of A11 it does, yes, but previously it didn't.  I'm hoping the trend is to make traits be a bit less blatant minmax fodder than many of them currently are, with some being really obviously bad and some being really obviously great.