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Messages - Kadrush

#76
Never tried, but can i place a saddle on a Yorkshire and ride on top of it?

It would be quite fun and a bit cruel... :P
#77
Mods / Re: [Mod Request] Pilotable mech
March 08, 2016, 07:24:07 AM
Tools for hauling allows you to place saddles on your creatures and riding them. You can place a saddle on a tammed Rhino and ride it, or you can place a saddle on a Yorkshire and do the same (which is funny and a bit cruel if i might add).
#78
There is a mod already to craft medicine, a single medicine costs 2 stell, 2 cloth and 2 herbal, a glitter medicine costs 2 common medicine, 2 cloth and 8 steel. Seems balanced to me.
#79
Unfinished / Re: Warhammer 40k - An Overall
March 08, 2016, 07:20:26 AM
A Tyranid horde trying to enter my base would be awesome, but if I got tyranids attacking my base, wouldnt the whole world being attacked by a hive fleet and, therefore, doomed?

Also, for tyranid coding I recomend a mod that creates a insectoid hive in the game, pretty nice and well balanced.

https://ludeon.com/forums/index.php?topic=16037.0

Finally, I dont know if it is possible to code that, but in WH40k universe ork weapons only work on ork hands. The WH40k weapon pack, as it is, allow humans to fire shootas, which is really odd.
#80
Outdated / Re: [A12d] Warhammer 40k Weapons V8.0
March 08, 2016, 07:16:30 AM
Dude, I just loved your mod, but as a fan of the WH40k universe I must ask something.

Orks weapons are supposed to work only on Ork hands, there is something really odd about seeing a human firing a Shoota.
#81
Outdated / Re: Violent Planet Challenge
March 08, 2016, 06:35:16 AM
You have like 6 days to prepare...in 6 days i can make bows for my colonists, can that hold?
#82
bug report for the mod.

Random bug, sometimes, ancient danger areas start to spamm by themselves, the mechanoids there get active and start to dig and come to my colony. One time they did that in all areas, 1 month after landing. My defense strategy was to kill mechanoids with bows (no need to ask if it worked).
#83
Thanks

I checked the mod files and I have one last question about zombie behavior.

When they dont see a path between a target and themselves (like a wall on the way) are their orders supposed to roam random, hunt, etc, or just stand still ("standing" order).

I ask that because I first started to notice this behavior with the zombies and now my common raids are doing the same, the attackers just stand still.
#84
So, is MD2 droids compatible with a12 now?
#85
Mods / Re: Attackers not moving (Modded game)
March 08, 2016, 05:41:53 AM
Thanks for the aswer, here we go:

-Inter Core i7-5500, 2,40GHz, 8GB RAM, Windows 10 64bits
-I am attaching the mod list as screenshots as long as the debug message when the game starts. I am attacking the output_log file as well.

[attachment deleted by admin - too old]
#86
Mods / Attackers not moving (Modded game)
March 07, 2016, 05:34:56 PM
Attackers standing and not moving, attached is the debug error.

Not sure what to do, I use a lot of mods.

[attachment deleted by admin - too old]
#87
Support / Re: Research Won't Display (with Mods)
March 07, 2016, 10:59:24 AM
I had the same issue with MAI + Robots mod, removed it and solved it.
#88
Can you at least tell us where to code your mod to let us make zombies attack walls or doors?
#89
I am playing with a mod now that add a insectoid hive to the game, they arrive like raids from the corner of the map, and in great numbers. They attack the walls normally (insects = melee only). Therefore i believe that the issue is with the zombie mod code and not with the alpha 12 version code.
#90
Support / Download questions, just checking
March 05, 2016, 08:46:00 AM
So, I couldnt wait for the game to launch on steam an bought it direct from you guys. As a heavy steam user i am kind of lost. I got an e-mail with a download link, does this link ever expire? If so, how can i ask for a new one? When the game is updated i can download the new version from the same link? How many times can i download the game?