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Messages - Madman666

#151
So they really won't flee, until you kill them all. See? I was right to be bloody nervous :P
#152
Well forgive me for being nervous when i see phrases like "They don't retreat" xD. I lost count of all dead colonists, cause bloody federates just never friggin flee. They stay in raiding mood until last one of them dies or gets downed. The definition of broken. Utterly epic, but broken :D

Also - at some point in b19 enemies were also allowed to self-tend! Which was quite nice, but also was exploited by players, because enemies that started tending were sitting ducks and people retreated to force pirates to start tending, then attacked again. Too bad there was no other way around that to let pirates tend, but also avoid exploits... :(
#153
Don't mind me :) Its just that i talked about canteens and things like that with Dubs a LOT over steam chat and Discord. Its a frequently asked question. There probably won't be any canteens, but there is a possibility of something to haul water in for caravanning.
#154
See, Dubs? :) Canteens. Once again.
#155
I ve seen correctly? They don't flee at all? God its only one thing i hate the most about new faction mods (Rimsenal Federation is like that). It jumps raid's difficulty easily by two if not more, as you and your beaten up, wounded colonists instead of a reprieve in a warm hospital bed, get to stay berserking under heavy fire, in darkness, in unending rain, mind shattering pain... and eating without a table. I might be exagerrating, but if you really want them not fleeing, think carefully about this, CP. You'll have to have their units have twice the combat power, so their raids will be little. Otherwise a fully armored faction with good quality devastating automatic firearms and also never ever running away will cause fuss on the forums :P
#156
If that feature is an anti-cheese measure against abusing traders, could you include a check for relations with a faction? Because really a hostile faction, that comes with intention of eating your face off can't really expect better treatment, than a sleep gas. I understand something like a neutral or allied faction getting furious due to gassing their representatives, even if they're released later. But it shouldn't really affect already 100% hostile factions, that can't send any traders and only raiders. Otherwise whats the point in a non-lethal takedown measure if it can't help mend relations with say a rough outlanders, but only uber-stacks hatred even more than harvesting and selling captives as slaves does? I hope you can consider including such a check.
#157
All my mods are Steam workshop based, so they should be up to date, unless steam is borked once again. And I guess i ll take a closer look, but i don't think they tried to haul anything. They were just turning soil into stony soil for me and resulting dirt were transported by dogs, so it shouldn't really have anything to do with Pick up and haul.
#158
For some reason, i am getting really harsh fps drops whenever i try to do terraforming options added by Fertile Fields. Dunno what causes it and if its a compatibility problem, since logs don't show any errors. But the lags are real.

One more moment - now that you moved placing fertilizer to Growing, it just never gets done, cause its placed after actual growing work. Please consider moving it back to construction work. Or make it first job in the Growing subtasks, dunno. Seems that fertilizers are both construction and also plants work types, so no one doing it is probably me screwing up work priorities. Apologies.
#159
See, CP? Who needs magic, when we can be tacticool!!
#160
You do realise, you don't need to comply with every single whine-post claiming something s too powerful, mate? Modding should be fun, which involves leaving some things the way you feel is right. Even those uber-powerful 50cal snipers i told you about. You don't wanna change them? Well - don't do it then and just say you don't want to. Some people will understand. Some people will whine. Clever people will edit xml files. Life will go on.
#161
Releases / Re: [1.0] Psychology (2018-11-1)
November 09, 2018, 04:23:58 PM
I really love Psychology, but some of its aspects leave me buffled still. I mean look at this situation:



I mean OK, i don't have a mayoral office still, so i get a moodlet for it, fine, cause i am playing with climate cycle and life is hard. But my people generally have like 40-50% mood and don't get any mental breaks. And now i see -39 on mayor because people have talked his ears off. Can you tell me whats going on? It something just broken? I can't believe this stacking as high as an insanely high late game psychic drone!
#162
Releases / Re: [1.0a] Vegetable Garden Project [11/4/18]
November 08, 2018, 07:54:37 AM
I was sure Tea and Coffee both came with drinks mod, maybe it was that way earlier. But eh, anyway drinks are nice to have. I don't really use sodas much, but i quite like being able to make booze from corn, potatoes etc. I mean you can have whiskey from corn!
#163
Releases / Re: [1.0a] Vegetable Garden Project [11/4/18]
November 08, 2018, 06:31:08 AM
I also recommend the drinks submod. I mean it adds tea. TEA!. And coffee. And allows to make booze from nearly everything your people can harvest. Without tea any game feels bland.
#164
Medieval factions have a lot of decently armored melee fighters (50-85% sharp armor), they send slightly less people than tribals, but usually more than outlanders or pirates. Lategame they start sending knights (85%-100+% armor and shields, heavy two handed weapons with devastating damage, long cooldowns). They are really strong, though federation is probably worse, cause federate dudes never flee (basically raid's strength x2), mostly ignore armor (burn damage) and amount of raiders is somewhat unbalanced (auxiliary waves i am looking at you). MT however provides really strong defensive buildings to compensate its difficulty spike and a lot of readily available not too expensive craftable armors, unlike Rimsenal.
#165
Releases / Re: [1.0] Search and Destroy
November 06, 2018, 03:10:59 AM
You know, i really underestimated this mod. Usually its a bad idea to not micromanage any kind of fight yourself, especially with Run&Gun on, but damn is it good for finishing off stragglers after they broken into fleeing, banging on doors and walls all over your base. Colonists are brutally effective at dealing with those with S&D enabled. Also helps keep melee fighters on the offensive without you manually telling them not to stand in the open catching bullets, after their target was killed and no new orders issued. Although you d still wanna keep watch on how melees are doing, to prevent them from like running out on several people with automatic firearms. Excellent mod. Should be called Brutal Efficiency. Or Efficient Brutality? :P