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Messages - Kadrush

#61
Are you going to bring Hospitality 1.10 to your patch? I am playing it without hardcore and it is working fine. Visitors are setting flags, using guest beds, and using my joy furniture (didnt checked if they ate my food).
#62
Version 2.5 - Randy Random (rough difficulty) just killed my game, lol. I was playing with Phoebe, but got bored (oh the regret).

1- He sent a tribal war in my map (factions spamming raids and attacking each other, ocasionally skimishing my base). On the raid I captured around 5 tribals and just couldnt (i am to nice guy for that) kill or release them (most of them lost a leg on the fight). One of the prisioners committed suicide (nice coding, lol)
2-  One month latter, he sent a Cold Snap at end of may, killing all my crops (with the lack of seeds = dead on the winter). i managed to save some food and seeds from the potato crops, but lost my bamboo and corn ones.
3- Shortly after he spammed insectoids which wandered around the map, killing my hunting attempts to compensate the crops lost to the cold snap. I had to many injured people to put a fight on the insects. = starvation = bezerks = more injured people
4- Finally, on june, 5 colonists (out of 10) and 2 prisioners caught Malaria.

Lesson learned, back your saves each 6 months...

Not sure if I curse you or thank you for such amazing difficult on an intermediate level
#63
Dude, if I may, can i suggest you to add Powerless mod to the pack. I really miss some power less light a heat options on early game.
#64
1 tabbleware per simple meal? They like use a metal fork one time and just throw it away?
#65
Are my pawns supposed to get malaria on specific body parts? Like "Malaria (minor), right leg)
#66
Outdated / Re: Violent Planet Challenge
March 08, 2016, 09:07:04 PM
Thirteen...the sacred number... ;D
#67
Version 2.5

Why cant i organize work by squads, as in the restriction tabs. Also why the work tab is missing that upper option that allowed me to one click check/uncheck or set priority number for all squad selected colonists?
#68
Quote from: RimVarl on March 08, 2016, 12:14:03 PM
Got CRD pack; its causing issues with the traders. The trade windows just appears blank, with only the silver showing on top

Blank traders is usually an issue with the order of the mods. Try to use the EBD mod order, place core and CCL in first and second, all EBD mods at last and it should be ok.

On the other hand, supression mechanic is CR related or related with mods with CR patchs. I mean, Rimsenal has a CR beta patch, which means that their weapons have ammo (except energy ones) and can cause supression. Glitter tech doenst so I am not sure if their weapons would cause supression in a game with CR activated.Same goes for mods that add turrets.
#69
Mods / Re: Attackers not moving (Modded game)
March 08, 2016, 01:52:40 PM
Yes, several. Everytime I remove a mod or modify the order I start a new world. Still the same issue, I cant pick the mod which is causing that.

Following an install instruction from the hardcore mod pack (which i have not installed) I decided to delete all my mod config files and try to reorder it again, hope it fix the issues (so far I am activating mods without error messages). Edit: No, not working, still the same issue of the first post
#70
General Discussion / Re: Radiation
March 08, 2016, 10:55:43 AM
Radiation from Crash Landing reactor goes away with time, you can expose one of the paws long enough to deconstruct it (getting steel and plastell from it) and getting only a initial ou minor modifier. Start to worry when it gets extreme, even serious is not a big issue.
#71
General Discussion / Re: Alpha 13
March 08, 2016, 10:52:48 AM
I understand the post owner point, as a player who bought several alpha games just to see them abandoned by their devs (felling betrayed and stole in my money) I can comprehend the lack of trust when a dev goes away for 6 months.

As alpha supporters who got let down on other games, we need more reassurance, just throw us a few bones and we might be fine to wait a bit longer.
#72
Mods / Re: Attackers not moving (Modded game)
March 08, 2016, 08:19:45 AM
You mean Phoebe Too Chillax? No, I havent. I changed storytellers in game, but only the vanilla ones and spammed raids using the dev console, the bug continues. Rimsenal also have new storytellers, but i have not downloaded them. Checking the message from the initial post i believe that the bug is related to pathing trough walls, maybe related to the size of map (i use the 400x400 one). On the other hand I used those settings before and the bug started only a few days ago, after I gave a first try on Zombie Apocalipse SK for a12 (continuing after i removed it).

#73
I like combat realism, but the supression mechanic allied with the fact that the AI dont shoot trough enclosed embrasures means that most attacks are just turkey shootings. They came, get supressed by LMG (or other rapid fire weapon) and dont shoot back. You just send a few people with LMGs to the wall, replace them when tired and keep shooting until they retreat.
#74
An Alcoholic Fort Turtle is a hilarious mental image
#75
A small bug report, I am getting a yellow error message on the debug for the table prostetics table (attached). Dont mind the red ones, i just placed a random mod to force the debug to appear.



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