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#61
nice-nice-nice!!!

Quote from: pktongrimworld on December 30, 2014, 01:03:47 PM
but... we want lasers!
and  yes-yes-yes!!!

WE WANT MORE! )  Thanks Rikiki
#62
Outdated / Re: [MOD] (Alpha 8) Sleepy Time
December 29, 2014, 08:21:24 AM
Good idea, but needs some work. About textures - for earlier alphas was nice mod "medical bed". Unfortunately, I could not find an old topic about it, but I attached it to post. There's a very original textures. If the author would not mind, you could use them.

[attachment deleted due to age]
#63
Outdated / Re: [MOD] (Alpha 7) Natural Terrain Flooring
December 26, 2014, 05:47:18 AM
you can remove mud using Fertilizer Pump
#64
Raiders may appear with this?
#65
Just amazing! I hope the problem with save\load will be fixed in near future  :)
Also, what about autoRebuild & autoHunt? Maybe you can develop and this? It will be very cool  :P
https://ludeon.com/forums/index.php?topic=3390.0
#66
Outdated / Re: [MOD] (Alpha 7) Extended Surgery Mod
October 08, 2014, 11:49:48 AM
Quote from: Igabod on October 08, 2014, 04:31:26 AM
Quote from: Wex on October 08, 2014, 04:14:03 AM
I am quite sure we can craft wodden foot by today. It's weird to have to remove a leg for a missing foot.

If we can make a fully bionic leg that increases your walking speed then we could definitely make a wooden foot. I'd like to see bionic feet that can improve your walking speed (by half the amount that legs do) which can be used with bionic legs or with natural legs. This way you could choose to replace the entire leg and then develop an advanced foot to augment the existing bionic leg. Or if your colonist just loses a foot or a couple toes or whatever you could put the advanced foot on them and not remove their leg. It should be in a 2nd tier of research that includes also bionic hands and eyes.

Actually there should be 3 or 4 tiers of research for this mod. Basic prosthetic replacements for the first tier (basic prosthetic legs and arms and glass eyes and hook hands should be in this tier) basic bionics for the 2nd tier (just bionic legs and arms here) and advanced bionics in the third tier (bionic hands and feet and eyes and pretty much any other bionics that aren't in the 2nd tier go here). Then maybe possibly a 4th tier for bionic organ replacement that essentially turns the colonist into a robot. This would add yet more functionality to the researching aspect of the game which is definitely needed. And it gives the player a long term goal to focus on if they want to have a colony of androids and cyborgs.

or add hands, feet (bionic body?) and other additional body parts and organs to the tier 2  to current arms and legs. But for tier 3-4  add new analogues but more powerful and more expensive to produce (using plasteel ,gold and synthread/devilstrand/hyperwave) with additional abilities like as in the Apparello mod (by Shinzy)  which add bonuses to apparel like Researching \ Aiming \ Work \ learning speed, resisting for different damage type  and others

For example bionic eye mk II (+10-15% speed for aiming) or chip for the brain for research speed\discounts at trade. Maybe  some new... Just some examples of what is already there and can add

Or different fabrics (synthread/devilstrand/hyperwave) in production of bionic parts mk II will add different  bonuses (combat\common-social\craft bonuses)
#67
Outdated / Re: [MOD] (Alpha 7) More Storage
October 07, 2014, 07:15:44 PM
Could you add additional storage for resources?
#68
and couple additional fixes needed
1) Sniper turret has 2x2 size instead  1x1 , and energy turret vice versa (1x1 instead  2x2)
2) For  Artillery\Howitzer\Katyusha missed parameter
<minRange>XX</minRange>  (seems like 30 it's enough)
3) Seems like Flak cannon forgot to add. Not appears in the game after all research
4) And Research of HP increasing (cannonname_AP)  for all cannons  doesn't apply (but not sure about all)
#69
Outdated / Re: [MOD] (Alpha 7) Extended Surgery Mod
October 07, 2014, 12:52:38 PM
Svullo was ahead of me  :)  Yeah, permanent scars is greatly interfere with, they are easy to receiving and there is no possibility to treat them yet
#70
Thanks Saberia for updating. I did not have time to try all the turrets yet, but noticed that the changes were made. For example,  sniper turret now has a size of 2x2 and shoots visually by energy projectiles    :o
#71
By the way, as the alpha 7 gave us more melee weapons, may it's time for the CHAINSAW?  ::)
#72
Outdated / Re: [MOD] (Alpha7) More Hair
October 04, 2014, 07:01:15 PM
I felt like do not need to go to sleep. Yippee! Thanks  :P
#73
Outdated / Re: [MOD] (Alpha 3) IronWeed
October 04, 2014, 01:31:44 PM
time to updating for A7 !
#74
Mods / [Mod Request] Targeting system
October 02, 2014, 11:00:58 AM
I have not found such proposals. If the same already have, then I apologize and sorry for my  bad english


  When your colony grows to 10+ colonists, and the same number of towers (if not more), there comes a point when you shall repulse the attack off a very large enemy masses (especially if  you put additional mods which complicated the game in this direction).
  Unfortunately, all towers and colonists shoot only in the nearest visible enemies (If attack range allow this). So you need put game on pause and then manually choose a target for each your unit if a situation is critical. And repeat this action several and even more times.  At the beginning of the game it's even interesting, but the further the is becoming cloyingly.

  If units can choose nearest enemies for attack, then maybe they can be improved to choose and other targets? My knowledge in mods creation are very limited, so I'm suggest to someone else to create Targeting system.


Add for the units (towers\colonists\others?) additional options for targeting (like as in the Tower Defence games).

For example:
couple of sets by two variants in the form of radiobuttons
1 set (Select by distance) - choose closest or the most distant target
2 set (Select by armor) - choose most or least armored target
3 set (Select by attack range) - choose target which has a highest (sniper rifle) or smallest(melee) attack range
(And possible for each set need third radiobutton to disable each set)

Thus using all sets it is possible to configure a more interesting defense and  to avoid situation when a one target was shot from all your 100500 guns and turrets


Also, it can be realized like linking with shooting skill for colonists. For example, the sets appears when the shooting skill  reached a some level. For towers it can be some targeting system module, which should be researched for building, because for me a new building it's always fun 8) or it can be just updating after research...

Anyway it's just implementation details, which can be think through, once will become clear  - whether it is possible to implement it at all?
#75
bug appears when you save your game when the switches are in any mode like  off and then load game. It can be fixed in the same way without selling. hard Switch On all the switches and save game (wait several sec)\ load your game.

If this bug is appears, sell lamps only  after a power outage. Otherwise, visual light glitches will be remain