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Messages - Lady Wolf

#16
I also noticed a small bug with the nose turret when using the Combat Extended mod, the turret will ask for 5.56mm nato ammo but there's no way to reload it, making the turret non functional?

Not really expecting you to make a new turret or change the mod to be compatible or anything, (though that would be awesome if you did!) more, I'm pointing it out for others who use Combat Extended so they don't assault an enemy colony expecting the turret to provide fire support and get the same rude awakening my assault force did.  :-*
#17
Quote from: faltonico on September 19, 2017, 02:30:13 PM
Quote from: Lady Wolf on September 19, 2017, 11:50:31 AM
Bit of a necro, but I wanted to say thanks and extend my appreciation of your better drop pods mod.

"..."
Thank you from summoning this post from the depths of ludeon underbelly...
I wouldn't have noticed it existed otherwise!

Ya, happy to help give it some more attention, this is one of those simple littles mods that can have a huge impact on your game and really adds to the enjoyment.
#18
Not sure if that's the right area of the game code or not or if it would be easy to implement, but some way to configure the number/tech level, and density of various factions during world generation would be pretty neat.

(That way you can make some factions across the world more common, or with higher tech etc to change the dynamics of the gameplay when starting a new game.)

Edit:

Also I would love to see the timeout on colonists auto undrafting to be increased or removed entirely.

It's quite irritating when you draft all your colonists to handle a raid, and then are waiting for the enemy to navigate your IED field and traps to get into firing range and have your perfectly positioned snipers get bored and undrafted then go back to colony work tasks instead of staying in position for another 4 minutes and maybe not get themselves killed running back to base and into the enemy's field of fire?
#19
Bit of a necro, but I wanted to say thanks and extend my appreciation of your better drop pods mod.

In my current game I'm playing with the rogue planet mod and running a second base further to south after the temp dropped too far for my northern base remain viable for more than another couple seasons, and being able to fire off supplies and additional personnel via drop pods without needing to send a hundred of them at once is proving a life saver, so thanks.  :D
#20
Sounds great, thanks!  8)

Out of curiosity, what other things are you making changeable?
#21
Quote from: CannibarRechter on September 18, 2017, 03:07:35 PM

This might be an easy mod for me to make, but I'm not sure how to test it.

Ya that's all more than a little out of my depth, I've only ever edited the .xml files? (so far)

However it is easy to use dev mode to test your mod. Just form a caravan, then on the world map once it's formed right click on an enemy settlement and choose to assault it, with dev mode on you can send the caravan instantly to the enemy camp, then once there just use one of the dev mode kill/dmg commands to take out the enemy and their turrets, once the last one dies the 24 hour cool down will begin.

And thank you for helping me with this, if I can help by testing the mod for you, or some other fashion, just let me know?
#22
Yes, A17, after raiding an enemy camp I only have 24 hours from the death/fleeing of the last enemy to loot the place before I get thrown off the map.

The 10-30 days time you're talking about is the timeout you have to respond to given quests. (I.e a camp asking for 1000 corn as a quest and you have 10-30 days with which to fill the order.)
#23
Just curious if it's possible to reform the 2 day/24 hour time out on quest maps before it kicks you out.

When assaulting enemy bases I've found 24 hours is barely enough time to loot and get back to the dropship (using the dropship mod ofc) before the timer hits zero, more so if I have to spend time treating seriously injured colonists in the field.

Ideally I want to just remove the timeout all together or just give it 5 days or so, any ideas what file I need to modify to change the timing for quest maps?
#24
I noticed a graphical bug today, after your ship lands if you have it take off and then land again in the same square but different area it just took off from, (such as relanding the ship on the other side of your base to be closer to resources you wish to load before flying off,)

It will leave a second "ghost" graphic of the ship that will appear to land and park in the original position on the map. If you save and reload however the ghost will vanish, but still seems worth mentioning.
#25
Outdated / Re: [A17] RT's Weapon Pack
September 14, 2017, 09:02:21 AM
Quote from: Heni on August 24, 2017, 08:26:22 AM
Please make a CE patch, that mod will be epic!
Seconded!  8)
#26
Ideas / Re: Your Cheapest Ideas
August 30, 2017, 02:06:09 PM
How about a way to save enabled mod lists as a setting?

Being able to easily save and load different mod groupings would make life a lot easier for many of us since it would let us quickly switch back and forth between mod collections when playing different saves (such as a mod profile with the Colonial Marines pack enabled along with the dozen or so quality of life improvement mods, and then a seperate mod pack with Combat Extended enabled or something.)

This would also make life easier when sharing your game on the same computer with other family members who prefer to play with different mods than you. (Zombies, Tiberium, etc.)
#27
Loving this mod so far,  8) is there any plans to make a Combat Extended compatible version?
#28
Any chance of seeing an a17 version?
#29
Outdated / Re: [A17] Enhanced Development - 2017-06-04
August 23, 2017, 04:49:23 PM
Is there an eta on an a17 version of the personal nano shields and animal shields mods as well as turret control?
#30
Quote from: blaxblade on January 03, 2017, 06:58:57 PM
Please, bean bullets doesn't work; how can i fix?

I can confirm this, every time you fire a bean bag there's a error message that appears int he dev window. (When I get a chance to play again I'll list the exact error)