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Messages - Highlandman

#16
Is the Roofbomb mod working as intended? The debug log refers a research project, but I can build it right at the start of a new save.

[attachment deleted by admin - too old]
#17
I usually construct a single conduit out of the power grid next to various custom mods' worktables (and other important stuff) when i want to switch them off. (very useful for turrets).
#18
Outdated / Re: [A13] - Darkness Revamp (v1.0)
May 05, 2016, 08:42:04 PM
Even when you target a fully lit enemy during the night there should still be a accuracy penalty. I would further suggest 2 tiers of darkness if it is possible:

1: Full, general darkness, anywhere on the map where there is not enough light;

2: Semi-darkness penalty when a colonist is in darkness but shooting a lit target/in the light but shooting a target in the shadow; and the same of course for the enemies.

Maybe it's not possible, just my 2 cents. :P
#19
Outdated / Re: [A13] Firearm Names
May 05, 2016, 07:50:50 AM
I stand corrected  :-[  (must of been a bug in the mod folder).
#20
Outdated / Re: [A13] Firearm Names
May 05, 2016, 02:03:39 AM
I'm one of those guys... :p Great upload, and works really nice with Rimfire 2.0 (with real weapon names enabled)