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Messages - kaptain_kavern

Pages: [1] 2 3 ... 139
1
Hi there,

If you have XML coding tasks that need to be done or want me to review some XML codes of yours I'm volunteering for that.

I've only done XML or patch mods but I think I know this part well ;-)

2
Help / Re: Simple XML Sandbags graphics problem
« on: April 16, 2019, 06:29:04 PM »
Your texPath value may be wrong, depending on where you placed your texture file in your mod folder (you haven't provided this information)

3
I may dream about herds of jeeps tonight ...  ;D

4
Mods / Re: [Mod request] Smart Joy
« on: April 10, 2019, 06:11:20 AM »
IIRC the mod Common Sense doest that (among a lot of others things) : https://ludeon.com/forums/index.php?topic=48297.0

5
Releases / Re: [1.0] Tech Advancing (1.8.8)
« on: April 08, 2019, 08:06:15 AM »
Exceptionaly in french :
"Kg, ça pèse" si jamais je peux t'aider ou à communiquer avec GHXX ou pour faire le "pull-request" sur Github. N'hésites pas l'ami. Peace

Translation :
"Kg, ça pèse" if I can help you out to better communicate with GHXX or do the pull-request on Github, do not hesitate to contact me.

6
Releases / Re: [1.0] TropiCKAPP Rainforest Mod
« on: April 07, 2019, 07:21:17 PM »
Et Bam !

1.0 update baby!  8)

Code: [Select]
Update to 1.0

    - The mod now adds the new plants and animals to Tropical Swamp as well
    - The mod also add 2 new arctic animals to cold Biomes : Arctic Hares and Snow Leopards
    - The mod is now compatible with A Dog Said mod and will patch animals automagically
    - Modded crop Plants have more coherent growing size on screen - They start smaller and gets bigger visually as they grow
    - The mod is using ModCheck now to detect A Dog Said and displays hints in the console
    - Removing old unused textures
    - Better wrote patches that make the mod starting quicker
    - Adding Manifest.xml files for working with ModManager mod

7
Releases / Re: [1.0] Expanded Woodworking (Revived) (2019-02-01)
« on: April 07, 2019, 04:56:54 PM »
Yep! It was that.

Thanks, doc ;-)

8
You mean we now can add GM in our narrative game play?

Oh man this a nice mod and idea you've got there :-)

Give that man a Yorkshire Cowboy Hat and a beer, please!


9
Releases / Re: [1.0] Expanded Woodworking (Revived) (2019-02-01)
« on: April 06, 2019, 05:49:49 PM »
Hi Canute,

The last time I played I'm pretty sure I managed to "tell" Colony Manager to count logs through the interface. But I'm not sure if it was from Colony Manager or from another mod I had (but I doubt that).

10
Unfinished / Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
« on: April 03, 2019, 04:25:44 PM »
Aye Sargent Chicken  8)

That's a nice mod you have here :-)

11
Releases / Re: [V1.0] Faction Colors 1.0 (16.03.2019)
« on: April 03, 2019, 04:23:34 PM »
You're the best captain, CPT ! :-)

Thanks for the mod/framework

12
Outdated / Re: [A15] Hauling and cleaning enabling mods.
« on: April 02, 2019, 05:39:36 PM »
Thank you for that

13
Releases / Re: [1.0] Level Up! 1.0
« on: April 02, 2019, 05:28:06 PM »
I didn't realise how much I wanted this!
+1

Thank you for the mod

14
Releases / Re: [A17] TropiCKAPP Rainforest Mod
« on: April 01, 2019, 02:34:37 PM »
Hi fellas, guess who's back ?  8)

Thanks to the help of some user from Github who took over my previous failed attempt at updating the mod and finished the work, I have now a playable version on Github. Just meaning it starts and I can play a bit without errors.

I'm now in the process of polishing things before a proper release. (Bugtracker is here)

The more adventurous of you can download the prototype from the main page of the Github repository (but you are full aware of this being prone to be filled with bugs).

15
Holy fuck!

I just came back on the forum and you're still there, friends.  ;)

Good luck for recovering from the flu, hope you have some herbal medicines and a good doc nearby  8)

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