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Messages - captainradish

#31
Mods / Modify how large coastal waters are
November 02, 2016, 09:26:56 PM
I have fallen in love with the Bridge mod and want to play on a map with a huge amount of water on it. Is there anywhere you can change the size of the coasts that spawn? I want to make a map with 75% water (and the two Ocean biome mods are broken). Thanks for any help!
#32
I'm going to blame some kind of mod interference. The hospitality mod, for example, apparently causes problems with the tribal start.
#33
General Discussion / Re: Alpha 15 and children
July 20, 2016, 04:34:03 PM
Quote from: Tynan on July 20, 2016, 01:54:04 PM
It's just related to the pre-generated parent/child relationships. The game has to know how close in age they can be.

That's just what they WANT you to think!  ;)
#34
I typically don't hunt the following:

1.) predators (bears, panthers, wolves, etc)
2.) things that explode when you shoot them (boomalope, boomrats)
3.) very large herbivores (muffalo, elephants)
#35
Mods / Re: A14 best mods?
July 19, 2016, 10:37:33 PM
I can confirm this. It works just fine in a14. There is a version near the end of the thread that is a hotfix.
#36
General Discussion / Re: Boomrats/Boomalopes
July 18, 2016, 10:57:19 PM
I really wish my dogs would find ANYTHING else to gnaw on.

We have dead raiders out the ass here and you home in on the ONLY animal that EXPLODES??
#37
Mods / Re: [MOD REQUEST/SUGGESTION] Tech upgrade
July 18, 2016, 09:58:57 PM
I'd like to see something similar where your tech level goes up with your "average" tech level. Eg, if you're a tribal and you research more than half of the medieval techs your base tech level goes up to medieval.
#38
My tribal mountain dwellers thank you for creating a natural refrigerator. Now I don't have to bumrush electricity!
#39
Stories / Re: Best. Chair. Ever.
July 17, 2016, 05:21:38 PM
I for one wouldn't want to sit in the chair. It HAS to be haunted (or will be at some point).
#40
General Discussion / Re: Questions about Pemmican
July 17, 2016, 05:01:49 PM
I'd like to see two different versions, myself; one that doesn't require veggies (as real life pemmican doesn't really require anything other than dried meat and fat), and one that is considered a higher quality version that does.
#41
Mods / Request - Small Stone Fireplace
July 17, 2016, 02:55:27 PM
I'm playing a tribal playthrough and don't want to have to rush electricity nor keep having to rebuild burned-out campfires. I'd like a one-square stone fireplace that gives off heat and light and can be refueled (like the torch, but hotter). Thanks!
#42
General Discussion / Re: Tribal vs Colony
July 16, 2016, 08:17:58 PM
That would make sense. I'm having a good time with it regardless as it's simpler but harder; yet it has the same potential as a normal colony.
#43
General Discussion / Re: Tribal vs Colony
July 16, 2016, 07:36:33 PM
Ok, but is there any practical difference besides the appearance difference? The a14 description made it out to be that tribal was a little bit of a "hard mode" as higher tier techs were more difficult to research, but didn't imply any other practical differences.
#44
General Discussion / Tribal vs Colony
July 16, 2016, 07:26:58 PM
What on earth is the difference? I can't figure it out.
#45
I'm playing that scenario right now and have all available tabs. I suspect some kind of unupdated mod may be the issue as I suspect the tribal start is not considered the same kind of pawn as normal.