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Messages - TerrorThomasCao

#76
Unfinished / Re: [A16] [WIP] Pirate Raids Overhaul
January 24, 2017, 10:10:50 PM
Okay I send out a quick post after this. It sucks that the development has apparently hit a stand still at this point but not everyone knows how to fully mod, including me, thanks for replying though.
#77
Wait, walls aren't going to keep us safe soon? Welp I'm fucked, I have ten different spawners walled in right now and just opening the doors is a death sentence, but i got a blue spawn right in my base so I'm using that as a farm. Finally, I'm really waiting for factions, I have about 10 different types of factions right now and I'd love more types of them.
#78
Yeah I guess we're all just going to have to wait here and have mental breaks from the mood penalty of "Abandoned Mod -10".
#79
Doesn't seem like the creator has been on in a while...
#80
Unfinished / Re: Children and Pregnancy
January 23, 2017, 11:19:57 AM
Yeah I've been playing with Asari people which I think might clash with this...
#81
Also you could advertise this on reddit really quickly, it'll attract a lot of people. Not trying to steal anything okay?, but if you'd like I can send up a quick post about it for you.
#82
Unfinished / Re: [A16] [WIP] Pirate Raids Overhaul
January 23, 2017, 10:57:12 AM
Don't mistake my intentions as to steal you mod or credit, but if you wouldn't mind I could always throw up a quick post for you? Just say no and I won't, just looking to see if I ant help some mods along, a lot of coders just quitted apparently so I'll be nice for some mod to come into fruitation. Also shameless ad, but if you are looking for someone to help out Robotics: A New Era is a pretty flushed out mod with nothing to flush out. The intentions are there just no code...
#83
Unfinished / Re: [A16] [WIP] Pirate Raids Overhaul
January 23, 2017, 10:31:48 AM
Not really sure what to do but you have my approval at the very least, maybe link this from reddit? The community's really active there.
#84
Creator, may I ask how far the mod is code wise an what kind of things still need to be coded for?
#85
Why does no one just build a wall around the source of Tiberium? I have a few tiberium farms by using walls and airlocks to get in Farm and get out. AND if there is an outbreak, a restrict all my colonists to the area and put plant cutting as priority one, the worse tiberium  infection I've gotten is a middle toe and a muffalo's heart so he dead.
#86
What now guys? Anyone have any coding experience? If the author of this mod is considering it, I say do a joint effort with skullywag, pass him the textures and any code you have in exchange for a part of the development process, or at the very least ask him to right up a trial beta and see if the community likes the code to stall for more time to find a coder or decide on your next step.
#87
Maybe buff the positive mood bonus for the final housekeeper tier or lower the negation of negative effects. With stacked effects, the negation would be really high. Also if you can, try to change the colors between the melee and ranged bots because it can be pretty hard to tell. Scythah's idea is also pretty cool but maybe combine it with other types of labor to make a worker bot?
#88
Looked around but I couldn't find anything, so can someone tell me how to use the Tiberium Plants?
#89
Sorry if I shouldn't have posted this but I'm new and just need some quick help. The HMG Nest is currently shooting missing texture red X's. Going to assume that's a bug on my end, and I just want to know if  restarting the game would fix it or not. Currently in the middle of a tense part and don't want to close the game just yet.
#90
So I'm guessing this isnt out yet, but any chance for an ETA? And also if you have something rudimentary done, is there any chance of us getting a beta/basic version please? I'm so excited, the models look freaking awesome!