Loved it, can't wait for the next one! I've been reading since post one, didn't want to comment and ruin such a beautiful story. Better luck on the next colony!
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#152
Mods / Re: Vanilla Friendly Animals (Taking suggestions and stuffs.)
April 12, 2016, 02:18:16 PM
Definitely all or nothing skully!
#153
Stories / Re: Nightblue's Character Fan Art/Story thread
April 09, 2016, 11:54:12 PM
*tears up* so magnificent!
#154
General Discussion / Re: Spawn Row
April 09, 2016, 09:44:59 PM
Every map should have a crypto sleep space, whether they have mechs, well that's just up to the rng gods
#155
Releases / Re: [A13] Rimfire - UPDATED to A13 (v1.9 / 08.04.2016)
April 09, 2016, 12:43:30 AM
Is there a way that I could get some weapons like this to crash down with the colonists or is that some unknown voodoo, I'm not asking to be gifted the glorious rug right away, I'd just like some variety in my starting weapons.
Thank you for creating such a wonderful mod, and clearing up my mild confusion.
Thank you for creating such a wonderful mod, and clearing up my mild confusion.
#156
General Discussion / Re: Fibrous mechanites, how do I get rid of them
April 09, 2016, 12:26:39 AM
Hate to break it to your pal, but I hear it takes months in game for it to cure and hundreds of meds. Not sure if it's true, but if it is you might have a long time before it's gone....
#157
Mods / Re: Vanilla Friendly Animals (Taking suggestions and stuffs.)
April 08, 2016, 11:40:34 PM
Really looking forward to this. I shall lurk among this thread until it is idea/suggestions are needed or until skullywag graces us with this decked out mod.
#158
General Discussion / Re: List the hard to spot changes here
April 07, 2016, 11:38:20 PM
That really shouldn't be necessary from my plays, the bond (other than the starting animal) takes a decent amount of time to form, so for live stock it shouldn't matter to much, trained fighting dogs might be a bit different.
#159
Ideas / Re: Game Modes
March 11, 2016, 05:17:16 PM
There is an option that can randomly pick a place, however it's before that character selection and you can review where it chose
#160
General Discussion / Re: How's the Animal army going?
October 16, 2015, 03:20:39 PM
I haven't gotten far sadly, Burned out it seems. But I am coming around again, However, wouldn't it be easier to raise a army of chickens? From what it seems it's easier for them to gain a large animal army from them? Or am I Horribly wrong?
#161
General Discussion / Re: Chicksplosions
October 13, 2015, 09:16:11 AM
Now all you need to do is get them all trained in release and you have an expandable army!
#162
Outdated / Re: [A12] Combat Realism v.1.4.0 (26.09.15) Suppression
October 02, 2015, 10:13:17 PM
Oooo, sounds beautiful. I fear that the consumable ammo might not be for me so if it does make it to a final release could I ask for a optional sorta thing, or an least instructions on how to do it. (and I do know that i'm talking weeks maybe even months.) But man those more difficult AI would be amazing!
#163
Outdated / Re: [A12] Combat Realism v.1.4.0 (26.09.15) Suppression
October 02, 2015, 09:02:08 AM
I'm curious, What are the other plans for this mod? Besides bug fixing what ever people find? I suppose I should also thank you for birthing such a beautiful mod.... So Thank you.
#164
Off-Topic / Re: Count to 9000 before Tynan posts!
September 29, 2015, 09:29:34 AMQuote from: MisterVertigo on September 28, 2015, 03:03:40 PMQuote from: Mr.Cross on September 28, 2015, 09:30:59 AM-snippets from me--Snippets from MisterVertigo-
I've only heard the Limp Bizkit version... Looks like I've got a new mission!
Quote from: BetaSpectre on September 29, 2015, 03:47:28 AM
2761
Sixteen-Seventy-Two
Liar! you said two completely different things
1673
seventeen thirty eight
Turns out i may be a hypocrite, oh well.
#165
Off-Topic / Re: Count to 9000 before Tynan posts!
September 28, 2015, 09:30:59 AM
1663, anyone listen or heard of Behind blue eyes by limp bizkit?