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Messages - Hydromancerx

#421
You call that a tech tree? This is a tech tree ...

Caveman 2 Cosmos Tech Tree
#422
Mods / Re: MOD REQUEST: Trucks/Vehicles
December 28, 2016, 03:58:17 AM
The ATVs were a pain to fight since they had mounted machine guns on them.

The old mod link can be found here.
#423
Outdated / Re: [A16] Megatherium not Megasloth
December 28, 2016, 03:54:53 AM
#424
Releases / Re: [A15] Rikiki's Miscellaneous (05-09-2016)
December 28, 2016, 03:27:49 AM
Quote from: Rikiki on November 14, 2016, 03:51:39 PM
However, I am considering to simplify the Fish Industry mod (remove the fisher job, the need of wearing a fishing tool, ...)

So is that a confirmation that alpha 16 will no longer use the Fishing skill but instead another skill such as Hunting? The reason I ask is this is one of the last mods I have been waiting on. And before with the fishing skill i would have to make a new game to use the mod. But if there will no longer need a fishing skill then I can just add back this mod later to an existing save. Because of no new skill messing up the existing save.
#425
Unfinished / Re: Children and Pregnancy
December 28, 2016, 03:16:41 AM
I have tested stuff along the same line, except mine were "pet" Neanderthals. I had a weird society where the children were the only ones who could breed. And people only turn into "adults" if I had them move to a new colony. One thing I noticed in my tests that might apply to yours.

1. Protect those babies! Predators will eat your babies if you are not careful!

2. Make sure you balance the reproduction. In jut a year I had a ton of babies due to the high reproduction rate of the neanderthals.

Also how are you going to deal with inbreeding. My Neanderthals had weird things were they became basically "their own grandpa" Are you going to use the Sims rules on inbreeding? I think its like 4th generation can breed together. So like the great great grand children.

Also will "baby back ribs" make people sad like if you eat adults (unless you have cannibal trait)? Note that was one issue I had to deal with for the neanderthals. They counted as human so you would get sad if you ate one. However since they were pets they did not get any penalties for eating dead humans.

Anywho best of luck!
#426
Mine gives an error saying cannot find "parent node" for Zhen-Tian-Lei.
#427
This community has so many talented modders. Someone must be able to help save this mod. You guys are smart people! I know you can do it!!
#428
Sooo cool! Keep it up!!  ;D ;D ;D ;D

Please make ....


Pengull - Crow - Redbird - Snowbird


Parrot - Toucan - Seagull - Canary


Tallbird

In short the game needs more birds!
#429
I miss this mod. Please update soon!
#430
Outdated / Re: [A16] Badger Badger Badger Mod (9/22/2016)
December 25, 2016, 07:09:07 PM
Badgers has been updated!  ;D
#431
Unfinished / Re: Biomes! Mod Series
December 25, 2016, 01:32:08 AM

Savanna
Have African animals like Giraffes, Lions, Elephants, Rhinos, Zebra, etc.


Bamboo Forest
Lots and lots of bamboo. .... And pandas!


Redwood Temperate Rainforest
Tall Redwoods and lots of fog.


Mangrove Forest
Shallow water everywhere with mangroves growing all around.


Salt Flats
Nothing but barren salt flats. Nothing can grow here. No mountains either.

https://www.youtube.com/watch?v=g9U0df6KJiA
Exploding Forest
Home to only Boomrats and Boomalope. Even the trees explode!!
#432
Help / Re: Alpha 16 Messing Up Creature Mods
December 25, 2016, 12:59:28 AM
Quote from: Thirite on December 24, 2016, 12:13:47 PM
defaultCooldownTicks has been replaced with defaultCooldownTime. To maintain the same functionality, divide the ticks value by sixty and use that result in defaultCooldownTime. For example:

<defaultCooldownTicks>100</defaultCooldownTicks>

becomes

<defaultCooldownTime>1.65</defaultCooldownTime>

I tried but it says "<defaultCooldownTime>1.65</defaultCooldownTime> doesn't correspond to any field in type VerbProperties"
#433
Help / Alpha 16 Messing Up Creature Mods
December 24, 2016, 05:55:07 AM
I have some random animals mods like the Auroch, Badger and Neanderthal mods.

Auroch Mod
https://ludeon.com/forums/index.php?topic=26265.msg275954#msg275954

Even when i update the version number I still get an error talking about some sort of problem with the "defaultCooldownTicks".

How do I fix this?
#434
I get an error about the Shou Chong and Zhen-Tian-Lei.
#435
Mods / Re: MOD REQUEST: Trucks/Vehicles
December 24, 2016, 04:36:21 AM
Tools for Haul had Wagons and Cars and Stuff. If somone can brig it back then there would be working vehicles.



Tools for Haul [Alpha 12]
https://ludeon.com/forums/index.php?topic=12282.0



Tools for Haul Revived [Alpha 15]
https://ludeon.com/forums/index.php?topic=27489.0



Arbitration: Realistic Research [Alpha 13]
https://ludeon.com/forums/index.php?topic=19276.0