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Messages - Mrshilka

#166
Thanks for this great mod!, Honestly I say I only use it for the hidden powerline but that alone makes it great!.
#167
Randy Random seems very tame in A11 compared to A10.

I have 14 colonists on Randy Challenge and a colony wealth of over 1.5 million roughly 2 years in and the largest raids I see are around 80 people.
Compared to 300+ people I would get in A10.

The Wargs are basicly food delivery, are making my Ice Sheet games very easy.
The toxic fallout is pure troll, you're either ready to survive it or it ends you. No middle ground.
Sappers are great but the guys defending them will sit there and die as you snipe them, like sieges.
#168
General Discussion / Re: Reluctant nudism
June 14, 2015, 11:09:58 AM
Your Colonists need free time to go put on some clothes could be a factors but I believe your main issue was the Tribal wear, it is basicly a rag, your colonists want nice modern clothes:) try for a shirt and pants and I think you will find her snapping up those clothes.
#169
General Discussion / Re: Colony Ending Raids.
June 14, 2015, 11:05:24 AM
@adamiks

No just wealth and Randy Random.
These shots are from before I merged Superior crafting and glitter tech together, I now see 300+ raids of Glitter tech commandos who laugh off multiple hits from 50 dmg weapons and all move at around 400% speed;).
#170
General Discussion / Re: Colony Ending Raids.
June 14, 2015, 01:25:20 AM
Quote from: Elixiar on June 13, 2015, 11:37:17 AM
Quote from: Mrshilka on June 13, 2015, 08:30:36 AM
I play on Randy random Extreme and I will see 80+ raids before a year is out if I am doing well and my wealth has increased, by end of year 2 it is 300+ raids.

I have seen over 500 before but this game runs on a single core and will lock up  with that many pawns running around.

How is this possible? My raids come nowhere remotely close to that size!
Sure, the technology goes up and mech raids seem to get bigger but the humans do not attack in such scale like this. It sounds incredible!


Oh it is great till you spend 30 mins watching a slideshow as the game chugs away on a single core.
I use many mods like Superior crafting and Combat realism and Glitter Tech that add many items that increase the wealth of your colony  and I have a habit of recuiting alot of colonists, but showing it better than saying

Over 300 tribals


Same game but  ingame months later I had over 300 bodies after they broke and you can see how many fled.
#171
General Discussion / Re: Colony Ending Raids.
June 13, 2015, 08:30:36 AM
I play on Randy random Extreme and I will see 80+ raids before a year is out if I am doing well and my wealth has increased, by end of year 2 it is 300+ raids.

I have seen over 500 before but this game runs on a single core and will lock up  with that many pawns running around.
#172
Releases / Re: [MOD] (Alpha 10) Glitter Tech v1.0
June 09, 2015, 02:31:40 AM
Quote from: Canute on June 08, 2015, 03:30:06 PM
QuoteOrion and the Commando faction have no break point, they will keep attacking until they are ALL dead, is this working as intended?
Yes, both faction hate each other.
You see similar thing with other faction too.

QuoteThe power of the commandos seems insane especially since they can and do start raiding you within 6 months, Using Combat realism weapons that give me 3 to 5x the enemies range with enhanced damage and they still endlessly soak up fire. I have no idea how you're meant to stop a 20+ man raid of commandos with vanilla weapons and defences let alone the 300+ ones I see 2 years in in my modded games.
If you don't got commando weapons, i wouldn't range fight these.
Maybe use prepare carefully, and give them some titanium shiv instead pistole's.

My best expierence are when they come early, wait behind doors, corner and rush them at close combat. At this way they don't shoot at you and can't set you on fire.
If you manage it to buy a commando weapon before, you got good chances to set them on fire before they shoot at you, but you shouldn't do a range duel with any of them, they win because of their armor.

Later you need a good defence killbox to survive larger commando raid.
Hopefully you could extract some orion exoskelets before and improved your people ! :-)

I am sorry there might be a language barrier but you failed to understand both my questions.

The enemies have NO break points they will not flee they will not break they will march and climb over the mountain of corpses made from the friends who died before them to keep trying to attack, all other factions have a break point where they will run away and stop attacking, Both Orion and Commando do not and will fight to the death, is this by design and to what purpose does fighting to the death on attack serve if so.

I can kill them at range using Combat realism enhanced weapons and Superior crafting turrets but if someone was to grab this mod by it self had any form of balance been given to any of the weapon or armor? As I stated I do not believe any form of normal vanilla weapons would have a decent effect on the commandos.
Your reply it self stats to give people titanium shivs via another mod so I am guessing no balance.
#173
Releases / Re: [MOD] (Alpha 10) Glitter Tech v1.0
June 08, 2015, 09:24:42 AM
I have played this mod a ton and love the nano suits and super biotic upgrades but I have noticed a few thing about this mod that I am unsure about or possible unseen clashing with other mods.

Orion and the Commando faction have no break point, they will keep attacking until they are ALL dead, is this working as intended?

The power of the commandos seems insane especially since they can and do start raiding you within 6 months, Using Combat realism weapons that give me 3 to 5x the enemies range with enhanced damage and they still endlessly soak up fire. I have no idea how you're meant to stop a 20+ man raid of commandos with vanilla weapons and defences let alone the 300+ ones I see 2 years in in my modded games.
#174
The turrets are sold by the combat supplier, not built.
#175
Hey thanks for this mod it is fantastic.
I however have found a bug I think, the Cram Fortress shield is not stopping drop pod attacks even when toggles to stop them.
It destroys  my bought goods and silver if I forget o turn it off but it has no effect on enemy attacks.