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Messages - Fregrant

#31
Mods / Re: [helpmeplz] A17.1557 conflict mod
June 18, 2017, 02:36:08 AM
Could you give a link to your mods which add vehicles? Maybe problem with the Harmony library.
#32
Releases / Re: [A16] More Monstergirls
June 17, 2017, 05:52:57 PM
@Rexaurius looks like the archive is damaged or your tool cannot unpack it. Try to redownload, uze 7zip or I will repack it tomorrow.

@AngleWyrm good idea, will do tomorrow
#33
Mods / Re: [mod suggestion] display weapon ranges
June 17, 2017, 08:55:39 AM
Hiding of abundant values would be good. But should it look like Accuracy (touch) (4 tiles)?
QuoteThe ranges are measured in tiles and correspond to: Touch = 4 , Short = 15, Medium = 30, Long = 50. Between those ranges, accuracy stats are interpolated. A weapon will never fire past its range stat, even if it has an accuracy value listed for longer ranges. E.g. a shotgun, with range 16 and acc. stats 96/87/76/64, will never fire at medium (30) or long (50) range. You can think of its acc. stats as 96/87/-/- instead.
#34
Quote from: NoImageAvailable on June 17, 2017, 05:02:43 AM
CE removes multibarrel weapons research from the game. Since you can't craft miniguns anymore it was a trap research that didn't do anything
Yeah, but it broke turrets\weapons mods which use it. Though not much point to use these with a combat overhaul, maybe leave it for sake of compatibility.
#35
Ideas / Re: Prison doors
June 17, 2017, 02:04:08 AM
Looks like in this event prisoners gain access to all doors, as they come through few doors in row. So I learned to not stockpile gear near the prison, strip captives, and finally placed a turret or two at the exit)
#36
Already modded but buggy by comments
http://steamcommunity.com/sharedfiles/filedetails/?id=848250236
Also Psychology has some leader election, but not updated yet
#38
Maybe look into the MarsX conversion, there definitely should be some water\thirst mechanic.
https://ludeon.com/forums/index.php?topic=25926.0
#39
Mods / Re: Question on Weapons
June 16, 2017, 03:59:45 AM
Given by overall gameplay-over-graphics RW spirit, I guess it is fine as is. Though, more mod diversity is fine also (ex.: legged pawn sprites).
#40
Mods / Re: [Request] Silent Doors
June 16, 2017, 03:55:04 AM
Did not saw such mod in here, but it is there
http://steamcommunity.com/sharedfiles/filedetails/?id=933010556
#41
https://github.com/FluffierThanThou/BirdsAndBees/releases
there are spare "dude pistons". Beware though, raider scums could shot it off now.
#43
Interesting.
#44
Works great.
#45
CE patch coming?