Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Madman666

#1201
Outdated / Re: [A16] RT's Weapon Pack
January 12, 2017, 10:18:05 AM
Hello, @rhtstm, for the longest time I was looking for more or less balanced weapon mod to make raiders more powerful to offset More turrets mod which annihilates everything. From what I'va tried yours has most content, has good balance and variety and overall very fun to have. Only problem I had with it - I like to see bullets fly and I don't have good eyesight, so your new projectiles was as good as invisible to me. So I've put together a simple patch, that returns original (white) projectiles, lowers their velocity a little to vanilla level (about 8-10%) and adds a small darkish outline around weapons sprites for better weapon visibility. There was no other changes to balance. From what I saw in feedback to your cool mod - there was some other guys like me who prefer vanilla projectiles. Here's what it looks like:



If you don't mind, I could pack it, post it somewhere on dropbox or yandex.disk and give you a link, so people who visit your mod's page could download it, or if you do mind, I can just keep using it myself then =) Anyways, thanks a bunch for a really cool mod) It's been tons of fun.
#1202
Releases / Re: [A16] EPOE Hardcore Version 1.41
January 11, 2017, 07:37:06 AM
Can we maybe have scar and chronic disease healing option in original EPOE edition? Also can you consider adding a really expensive one-time use addiction healing implant, that lets you get rid of it fast, but expensive way?

And thanks for your hard work, your mod is absolutely essential to many. I for one, can't imagine playing RW without it any more.
#1203
This definitely needs to exist! Mechanoids is an unexplored part of the game for now, they rarely attack and you can't do anything with them, but destroy and scrap for parts. So I am really looking forward to it. Probably won't be easy to balance all that with vanilla game though. The artwork is also looking fantastic.

I hope for your success, but coding all that will probably be sooo hard... Or maybe partly even impossible, like one pawn having 4 weapons and separate aiming\shooting etc. But this is reeeeally good concept. I will come by to read the news now and then for sure))
#1204
General Discussion / Re: Animal training
September 13, 2016, 10:57:17 AM
Training several things at once just queues them up. If you have rescue and haul assigned to train - you won't get haul trained until you trained rescue or cancelled it. Your guy gets several attempts to train a day, maybe its tied to animal hunger rate, I can't really say.
#1205
Mods / Re: Animal Pack [WIP]
September 06, 2016, 03:05:59 PM
Well, no rush here, I am happy enough with you just considering it. I am grateful already, that you even doing this free of charge) Keep up the good work) Your art is very fitting.
#1206
Mods / Re: Animal Pack [WIP]
September 06, 2016, 11:34:31 AM
Someone probably already mentioned it, but anyway - this game has decorative dogs (useless yorkies), helpful huskies and labrador retrievers (haul stuff, but not that awesome in a fight), but for combat only wild wolves and wargs. It needs rottweilers! Not as hard to train as wolves and wargs, but fast, strong and expensive to buy. And hard to breed. Quality over quantity.

And they are cute. I mean they've been used as guard and attack dogs since forever!)