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Messages - Grimandevil

#181
dunno if it has been reported (couldnt be arsed reading 41 pages) but i've encountered this:
when i load CR for the first time and start playing immediately, there is no reload button in pawn's order tab. everything stil works fine, pawns reload by themselves. Restarting the game fixes it.
#182
Quote from: Haplo on December 20, 2015, 08:01:43 AM
With the new update you get the targets for ranged and for melee weapons.
YES! i've been waiting this for ages.
instead of mindlessly shooting at walls.
#183
Quote from: Dr. Z on December 20, 2015, 11:57:38 AM
Well that's to bad. I was hoping they were compatible.
actually it was mentioned in WE thread.
#184
everything's just perfect, no need to cut out anything.
#185
playing with Combat Realism u can set a whole line of manned guns of varied caliber for that price.
not to mention that each trader only have ~10k with em.
#186
SocialAnxiety:  have you tried manually ordering one of your colonists to do it?
#187
Stories / Poor bastards
December 16, 2015, 12:28:31 PM
So i had this raid of dumbasses all weilding swords and knives, running into my shooting range. Strangely enough, they weren't tribals but pirates (by that time all tribals became friendly with the colony). Feel sorry for them.

#188
20k for sentry and 5k for smartgun .. srsly?
#189
Ideas / Re: Neurotrainer brain damage repair.
December 15, 2015, 10:57:28 AM
if u fancy using prosthetic's mod, there are some brain implants that 'cure' brain damage.
#190
Stories / Re: Manhunting Boomalope Pack
December 12, 2015, 08:01:47 AM
i had the same just now.
but due to game's pathing mechanic, creatures tend to clump up when traveling large distances. so first few boomalopes blew up the rest of em. i just had to finish em off and put down the fires.
#191
Quote from: AllenWL on December 12, 2015, 03:20:31 AM
Just a question. I remember there being talk about this and combat realism not working together very well, and talks about possibly making a patch for the two. Is there one, or should I just play?
do u mean that smaller firearms cant scratch armored mechs? explosions still do. makes it more .. 'realistic' heh.
im playing with both (+RimFire) and loving it.
#192
Quote from: LittleGreenStone on December 08, 2015, 05:35:10 PM
Whatever I'm trying to do? Well, I'm trying to give myself the ability to fight mechanoids of course! I've already changed the projectile to shoot EMP nades. Them being as tough as they are, equipped with weapons with more range and damage, I've lost 7 and managed to recover 2 colonists out of 11, against 4 centipedes and 6-7 scythers, after an "ancient ship" event.
Not sure which one is worse, schythers essentially one-shotting my colonists from behind cover, or centipedes downing them in one burst.
I'm changing that, that's what I'm doing.
u probably just shouldnt fight em in big open fields with fragile humans, but lure them in close quarters and use some EMP nades and tactics. or u can shell em with 120mm and AGS, they'll never have the chance.
#193
sick idea generator: what if we had a hauling centipede with great lifting capacity, with manual destination choosing (like setting a beacon).
#194
Quote from: Techgenius on December 04, 2015, 06:36:19 PM
I think the Xpansion requires combat droids and medic droids, specially if you like playing a "Loner" type of game where you get only one colonist and he survives on his own with technology. I'd like as well that it allowed me to craft them myself, instead of just buying them from robot dealers, miner droids are also welcome
pretty much everything (xept combat droids) u can achieve by reprogramming mechanoids (from More Mechanoids) while Mai is sort of more advanced companion-like robot.
#195
finally a table that doesnt take half of the colonist's bedroom.