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Messages - Vlad0mi3r

#121
Don't put something that is an animal down the path and see what happens.

Traps don't spring 80% of the time for animals. Only for humans and Mechanoids.
#122
Bugs / Re: End game, build ship resource Locked
February 26, 2018, 03:41:51 AM
Or my suggestion for future non Vanilla challenge (Because the new ship parts number one are bloody ugly and ridiculously expensive) https://ludeon.com/forums/index.php?topic=37134.msg379907#msg379907

Because sometimes change is not good.

#123
Ideas / Re: Animals of war for tribespeople.
February 26, 2018, 03:08:04 AM
Yep it is a blast. This mod plus the other 2 you need after the core mod will make your dreams come true.

https://ludeon.com/forums/index.php?topic=37323.msg395623#msg395623
#124
Ideas / Re: Save us from the construction Micro
February 26, 2018, 03:05:43 AM
Where is the link Harry? the link man, Good grief now I must search myself. (I can't find it in the releases, Is it on steam?)

Next time serve it up on a platter.

(All tongue in cheek, Joking)
#125
Ideas / Save us from the construction Micro
February 24, 2018, 08:22:26 AM
Must fix:

Pathing over blue prints under construction. It is a bit silly at the moment building a room and animals/pawns keep walking over the tile where construction is taking place and it halts the job. Trying to fit an auto door where a door used to be in a high traffic area is a nightmare. Construction Pawn walking off to do something else and micro the only way to get it done.

How to fix it:

Make any blueprint under construction a high cost tile for the purposes of pathing.

Put things back the way things were where if someone walked over the construction nothing changed and the work continued.

Give Pawns with construction the Roshambo trait developed at Level 10 Construction Level 10. Any pawn/animal that walks over a blue print under construction gets kicked in the groin. Instantly downing that pawn/animal (Off the blueprint of course) the construction pawn will then return to the job after conducting the Roshambo. (see urban dictionary for further information in regards to Roshambo)

#126
Quote from: Harry_Dicks on February 22, 2018, 07:39:34 AM
Quote from: XeoNovaDan on February 21, 2018, 10:48:07 AM
I doubt anybody would patch for VFAS to be fair since hardly anybody's heard of it.

Quote from: Harry_Dicks on February 21, 2018, 11:01:55 AM
VFAS what's that?

The joke
----------
Vlad's head

;D

Ok I get it I must be one of the lucky ones with my ear to the ground and had heard of it. You'll keep Harry.  :P
#127
Quote from: Harry_Dicks on February 21, 2018, 11:01:55 AM
VFAS what's that?

Vanilla Friendly Animal Surgery is my guess.
#128
Bugs / Re: B18 Animals Insta-down pawns?
February 22, 2018, 02:31:11 AM
Are you running any Mods?

A screen shot perhaps?

Which animal/s is involved?
#129
Outdated / Re: [B18]BrokenValkyrie Collection of Mods.
February 22, 2018, 02:26:39 AM
I'm guessing there is no chance of a steam path being added?
#130
Naia,

Just a couple of things from looking at your base (Great job by the way getting as far as you have). You currently have the turret uninstalled. I am guessing this is to save energy. If you install an extra piece of conduit that is not connected to any other piece of conduit you can god mode the turret. This means you can toggle the turret to "Reconnect" what the turret will do is connect to the dead conduit and then reconnect to the live conduit on command. I usually build the spare piece of conduit under the sandbags for protection.

It seams you only have one battery having a second one but not directly connected (sitting next to) the other battery will save you freezing your but when that single battery has a component breakdown.

Carpet I was so happy when I started getting my carpet down in my game. Mood boost was super awesome was great to see cross not relying on his natural happiness to keep his mood up. Beware carpet burns and burns fast, real fast you will get sieges that come and the pirates will be equipped to deal with the cold as well. My base was completely destroyed by one incendiary mortar shell. 3 colonists and my pet alpaca killed in about 5 minutes of game time. I would suggest buying some stone blocks and laying floors with them and using sculptures to boost mood.

As a final note walls and dead fall traps are better for dealing with mechanoids than turrets. You will probably need your turrets for things like poison and psychic ships.

Good luck and keep going  :)
#131
Following this as I need that animal armour.

I am also thinking about skill overhead as it makes more sense to me than how things work now. I know a lot of top level craftsmen with missing fingers.
#132
Quote from: Shurp on February 21, 2018, 06:58:51 AM
My recommendation is to find a mod which increases weapon lethality so that ten guys with machineguns can mow down fifty attacking tribals.  Miniguns might already do this if used properly (I've never taken the time to learn to use them so I don't know if they do).

Yes Miniguns do this now with the forced area targeting you can chew up the hordes very easily. They are now an important part of my defence line up. Whereas before they were just an annoying item that added value to my base.

I would say 5 miniguns with staggered firing will decimate most attacks. Backed up with pump shot guns for those that get to close.
#133
Ideas / Re: Swimming is Fun!
February 21, 2018, 05:29:54 AM
Raiders can swim allows your Pawns to swim as well as raiders.

https://ludeon.com/forums/index.php?topic=30813.msg327452#msg327452
#134
Keep going and just a tip from me. When something happens a raid animals show up whatever. Pause and think of at least 2 ways you can deal with it. Also always check your comms console after a solar flare.

Don't know how many times I have gone why the hell did I do that after cross is bleeding out in the snow.
#135
Releases / Re: [B18] Smokeleaf Industry v1.9a
February 21, 2018, 05:01:24 AM
Quote from: Ruisuki on February 18, 2018, 07:34:04 PM
Yeah I find it intimidating to try a big mod but it is tempting. Are people worried it makes the game too hard or too easy mostly?

It certainly doesn't unbalance the game if you want the top end benefits of smokeleaf you have to work for them.

Its only as big as you want it to be to be honest you could do the basic research and just make joints how you used to. I bet that wouldn't last long though because its a straight forward mod as well not dicking around with a heap of new bits and pieces and so far I have not had any conflicts with other mods.

My mod list is supposed to be a self imposed cap of 20 its up to about 30 at the moment. Smokeleaf Industry is in my top 10.