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Messages - Darkfirephoenix

#16
Quote from: Kitsune on January 14, 2017, 08:21:20 AM
Hm maybe then its because my fisher dont have gun/bow and deliver the fishy's forbiden? I have to try that. :D

Oh yes by the way maybe i'm blind but i cant find alpha muffalos in the stockpile menu. ._. If i type it in the search on the top of the stockpile menu, i get nothing only alphabeavers if i only type "alhpa".  :-\

Edit: No, even with a bow i get only forbiden fishy's from the pier. :'(
Is the pier in a home zone?

Regarding the search: I think you should search for "Muffalo" instead. Alpha Muffalo are just male Muffalos. Also the "search" function searches for things containing what you typed in.
#17
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
January 13, 2017, 02:59:18 PM
Quote from: Nord on January 13, 2017, 02:36:19 PM
No, it is not helping. The temperature falls too fast.

Also: i encountered a bug with roof windows (forget how they called). When two or more zones crossing, they can become dark. So when you construct them chess-ordered, there is a chance (by each game load) that entire room will be in darkness.
Why would you place them in a chess pattern? They have a 3x3 radius with them in the middle.

Also: How many walls do you have pointing to the outside and how big is the room?
Outside walls increase the temperature loss and bigger rooms stay longer warm if they are properly insulated.

In the very worst case you just have to work with the plants freezing and always keep enough food stored for the time of 2+ times till harvest.
#18
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
January 13, 2017, 12:58:44 PM
Quote from: Nord on January 13, 2017, 12:49:49 PM
Ok, is there a way to save my plants from freezing during SPE?
You could try and insulate the rooms with the plants in them:
Best build you growing rooms in between other rooms that keep the temperature in and at least double thick walls to the outside.
This should keep the temperature high enough for the SPE to pass without killing your plants.
#19
I can say: The loading problem appears AFTER the quarry is placed.
Side note: The game will just throw you back onto the main game screen after failing to load. BUT if you have the "infobox" open/on auto open it will crash the game instead once the error is encountered.

I only run the modpack btw (downloaded it on the 11th)
#20
Quote from: Thyme on January 10, 2017, 01:52:39 AM
Gorgeous.

Now, seeing that, I had sort of a memory flash. Concrete was immune to Tiberium growth in TiberianSun (even to placement, when a unit/structure containing it was destroyed). Tiberium Veins (the brown ones used for chemical weapons) were growing everywhere except water. I figure, making only artificial flooring immune to it would be too tricky tho.
Tiberium "grows" in the ground and artificial/more dense ground can hinder its growth. The veins are something different as they grow ON/OVER the ground.

That said: Tiberium Veins and their uses would be a nice thing to have
#21
Just read a bit more about Tiberium "infection" and here is some nasty stuff: It can also infect the lungs if you inhale small particles of it.
So you not only need clothing that protects you from TOUCHING it but also some kind of filter-mask so you don't breathe it in.

BUT Tiberium won't just emit particles into the air, you either have to damage existing crystals (harvesting/processing/destroying) or stand near a thing that emits Tiberium particles on its own (Tiberium tree)
#22
Quote from: Profugo Barbatus on January 07, 2017, 02:46:56 PM
Quote from: Treason5240 on January 07, 2017, 02:22:20 PM
For all the events that spawn tiberium generators, I was sending pawns to try and quickly wall them off.

However, I just saw that tiberium doesn't grow into tiles where a chunk of rock or slag is sitting.

Huh..why didn't I think of this sooner?

Thanks for the heads up, I'll be fixing that :P
I don't think it needs fixing as the ground under it changes and still spreads beyond it, it just doesn't spawn crystals. Same with sandbags for example, I learned that the hard way once it nearly closed the last way outta my base
#23
Quote from: Bodog999 on January 07, 2017, 12:55:56 PM
Personally I enjoyed C&C 4, yes it wasnt the greatest C&C (Most people will say its the worst probably) but I quite liked having a mobile HQ and some of the units were amazing *cough*Mastodon*cough*. C&C 4 could've been better and a good ending to the C&C series if a certain company didnt fuck it up so hard.
Well tbh I had nothing against C&C 4 besides that stupid leveling system (why the hell do I have to level to be able to build all units?!) and... the "story"/"acting" (*cough* wife of the commander *cough*).
Gameplay was ok (besides the leveling) and the "technology" was sound (what techs GDI and NOD put onto the field).

But I still prefer "classic" C&C style with basebuilding

Quote from: Telefonmast on January 07, 2017, 11:00:46 AM
TCN... a thing from C&C 4 , the game that should be burned while being skinned alive, as I have just seen. Maybe.
Thinking about what the TCN is it would be a REALLY late game thing and eat a ton of research time and materials. Hmmm... You would have to build a/the "HUB" unit AND a "node" for it to work. But after building the first "HUB" you could build "nodes" in other colonies (other places on the planet) in reach of the "HUB".

Though having Tiberium spread and work around the planet sounds like a lot of work.
#24
Quote from: Telefonmast on January 07, 2017, 11:00:46 AM
TCN... a thing from C&C 4 , the game that should be burned while being skinned alive, as I have just seen. Maybe.
C&C 4? Never heard of it! The (Tiberium) C&C ended with the addon to C&C 3 (Kanes Wrath).  :P
#25
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
January 06, 2017, 02:32:31 PM
Quote from: Canute on January 06, 2017, 11:15:00 AM
Damn i wished Redist heat would be working with A16 allready.
The Nuclear reactor is sooo hot.

Ok, to info other people, the reactor self is generating heat, not the other parts.
Currently it don't made sense to build radiators at cooler room to heat them. :-(
One would imagine that the reactor itself may warm up a bit but the radiators would emit the most heat, due to them designed that way (getting the heat out of the reactors).
About reactors: There are 2 main values of heat in a reactor, internal heat and external/hull heat. Usually you want to keep the hull temperature as low as possible and the internal as high as possible (without reaching critical levels), you want to heat the liquid inside to produce power (also doubles as cooling) and having the hull glowing bright red doesn't help you much with that.

On a completely different note: How will the "credits for research" work? Have your pawns do generic "research" jobs at some tables/machines?

Hmmmm... Just got a idea:
How about having your people "research" something and come up with a idea.
You then send a request for a experiment to earth which they will prepare and send to you. Finishing that experiment would yield a amount of "credit" and also maybe something usefull for your people (experimental power generation, materials, medical stuff etc.).
From there on you could request the materials for you to make more of that result of the experiment (if something usefull came out of it)

Also requesting prefab-hightech machines would be nice, like a fabricator or such that you wouldn't be able to build on your own (unless you already have a full suite of hightech fabricators).
#26
Quote from: Bodog999 on January 06, 2017, 01:21:44 PM
Ahhh, that makes sense. Thats why I never saw an ice map in the Tiberium War series. Thats good to know for my knowledge. So going/crashing to/in a cold region already gives you an advantage over the Tiberium crystals.

Thanks for the info.
That would mean if you land on a planet and Tiberium starts to spread you could always make a run for the ice areas and settle there. At least until you have techs that allow you to hinder/remove Tiberium.
(Hmmm is that why the GDI had one of their biggest research bases as far up north as possible? How was it called again? Hammerfest or so?)
#27
Outdated / Re: [A16] MarsX v3 - Musky Edition
January 02, 2017, 01:19:13 PM
Quote from: Nord on January 02, 2017, 12:49:30 PM
What i'm doing wrong? Not enough components for me to create 2 eva stations, oxygen generator, water generator, small greenhouse and 2 solar panels. Well... not enough to create something more (most important - for third solar panel). Should i build component assembly bench on  the beginning of game? Or do not build something? Thanks.
You land with one small O2 generator (just set it up), 2 solar panels/eva stations are doable and regarding expanding the base for greenhouse: Mine for iron/aluminium to build the walls.
Also don't forget that the lander has electricity, H2O, N2 and O2 storage and those are filled.

Quote from: dubwise56 on January 02, 2017, 11:25:00 AM
Quote from: Darkfirephoenix on January 02, 2017, 10:51:22 AM
(You can also build it outside for a rather slow H2O gain)

Huh that's odd, shouldn't be able to do that  ???
Yeah that surprised me too! But it is REALLY slow.
Sidenote: How about making the storage inside the lander a lower priority than the other storages? I really don't want to send it back home full with water. Or maybe some "only output" button for H2O, O2 etc.?
#28
Outdated / Re: [A16] MarsX v3 - Musky Edition
January 02, 2017, 10:51:22 AM
Quote from: lacrimi512 on January 02, 2017, 07:39:25 AM
Last Question, sorry:

How I collect H20?
You can also build a AWG, it collects water from the air. Look at that Humidity value in rooms, it takes from that, so it's best build indoors with high Humidity. (You can also build it outside for a rather slow H2O gain)
#29
Quote from: Telefonmast on December 31, 2016, 12:48:55 PM
Quote from: shirlierox on December 31, 2016, 12:28:00 PM
Ooh nice mod I just need you to add a harvester now so I can run over raiders haha.

I was a bit confused about getting infected.  If I get somebody infected do I have to just amputate the part to cure them.

If so that's brutal and amazing.
Not sure if there ever will be Harvesters, it's an idea though.
And yes, you amputate body parts to cure the infected ;P
I think that there should be a way to treat Tiberium "infection" with some research in a later version.

Ppl often came into contact with Tiberium and got "infected" but survived without any amputations/with fast medical care, at least in areas where they could get medical help (I think GDI massively invested into stopping Tiberium spread and "curing" of infections).

NOD on the other hand invested in enhancing ppl via Tiberium and even researched for ways to make Tiberium not deadly for humans (this was more or less a side product I imagine/the creation of Mutants)

Yes I know that the next version gonna have jada jada. Just throwing some ideas out that you MIGHT have missed  ;)
#30
Maybe some way to prevent the Tiberium from creeping up to your base/require constant monitoring?
How about "Sonic towers" that prevent spread of Tiberium in a area/destroy Tiberium "growths" in their area (GDI used this tech to keep the Tiberium away from/clean areas)

Further suggestion: How about Tiberium "drugs"?
NOD experimented on multiple applications for Tiberium and came up with different uses: Weapons (Tiberium grenades/rockets), power supply (Liquid Tiberium) and enhancing drugs.
These drugs could come in multiple "qualities" with higher "quality" ones having less side effects (but will still negatively affect health... maybe even mutations?)