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Messages - Rah

#166
@sirgzu, RBSE is compatible with most mods, unless you have mods that specifically require compatibility patches to work.
@Canute, I feel like it should be pretty obvious that the two mods should not run together by just a quick glance at the main features list. I went ahead and added a small red text above just to make it even more clear.
#167
Hi Heni, if I get the time I might look into that.
#168
@Tr.meloe, a frostbite cure will be added in the next update. And thanks for the portuguese translation, I'll check it out!
@sirgzu, RBSE has no EPOE tables or anything of that sort in the files. Make sure you uninstall EPOE if you want to use RBSE.
#169
Let me know how it works out.
#170
Do you have any other mod that might be doing something with the surgeries? Because I can't replicate your problem.
#171
Quote from: nefarian11 on July 17, 2017, 04:26:48 PM
No more reskin version?

Not for 2.0, but I might add it back if people want it.
#172
In A17 exotic ships were made to always carry glitter meds, while in A16 they only did sometimes. That's the reason the cost of scar removal was increased by 1, which brought it to 4 in the hardcore version. In the Lite version it costs 3. But I will take another look at it and see if it needs some tweaking. And frostbite cures will be added in the next update; thanks for catching that !
#173
That's great to hear, have fun !
#174
Hi Exoray, I've tested it several times and cannot replicate your problem. The update should not not affect the surgeries at all. Try loading a test game and see if it works there.
#175
1.71 - Rah's Bionics and Surgery Expansion
* Small nerfs to advanced bionic spines and exoskeleton.
* Updated Korean translation and fixed other language issues.


After some testing and feedback I decided to nerf bionic spines, advanced bionic spines and exoskeletons a bit. They now have slightly less movement and manipulation bonuses, which should make things more balanced and not so OP late game. Enjoy !
#176
Quote from: ajaviide on July 02, 2017, 10:44:46 AM
Guys i wanted to try CE mod and looked over mods i use. Wanted to make sure if this mod is compatible with CE(combat extended).
I think it is, although it does add armor penetration to parts, so if anyone wants to make a small patch for that, feel free to do that.
#177
@Hammerskyne, the manipulation penalty is intentional. The power arm is as strong as a scyther blade, but it actually gives 20% more manipulation when installed on both arms. The advanced power arm gives 40% more and 8 more damage. So they are both very strong.

The neurostimulator actually brings the consciousness back up to 98% in brain damaged colonists. The pain debuff reduces it by 2%. They also get bonuses to manipulation and sight, but they also get some autism-like side effects, like the trauma savant. In earlier versions there was actually no way to fix brain damage, as I personally didn't like the idea of a magical brain implant that could fix consciousness. But after many requests I decided to make the neurostimulator which I feel is a bit more realistic. -- so you get the brain damaged colonist back, but in a different way.

With regards to the EPOE question; If you're talking about the glitter enhancements, I feel like those are very OP, especially stacked with all the other parts. So that's not something I will add to this mod. However, if more skills, bonuses etc. are added to the game, I might make some fun new parts.

As for your last question; they both work in their own way. You can think of, let's say, the legs as two halves, each with 50% efficiency. When you get a bionic leg, which is set to 140%, you actually get 70% added on top of the other leg, which comes out as 120%, with one leg installed. Get two and you receive the full 140% bonus. With the offset bonuses, you just get the percentage bonus described in the text. That's pretty much it, both methods can be used to get the same result.
#178
Quote from: thinkpad on June 29, 2017, 03:36:31 AM
Rah, I use this mod for A16 Right Tool For The Job: Rebalanced https://ludeon.com/forums/index.php?topic=29371.msg296536#msg296536 and want to know if there is a way to get it to use your advanced Bionic arms as well as use hands for the advanced tool belt, having bionic arms means there are no hands, so I can't equip it.

Any help would be appreciated

Isn't that what the Rebalanced mod fixes? In the description he says that he replaced the belt with a vest to make the mod work with bionic parts.
#179
They are pretty much the same.
#180
Hi Vlyxnol, that's not a bug. All destroyed bones in the arms and legs can only be fixed by installing bionic or prosthetic parts. This is to encourage that kind of gameplay. Ribs, sternums and clavicles can be repaired though.