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Messages - forumgod

#31
Quote from: Madman666 on February 13, 2019, 08:24:29 AM
Quote from: nickdos on February 11, 2019, 10:57:15 AM
Air-con indoor units can be placed floating on empty tiles and inside walls, when they look like they are supposed to be placed adjacent to a wall. Is this a bug?

They just lack the neccessary building restriction of only being allowed over walls. If you use any wall lights mods, you ll see a lot of that. So i am pretty sure its not a bug.

It makes no sense, so it's a bug
#32
Quote from: Jan2607 on February 13, 2019, 07:05:17 AM
@nickdos: What about the 90 mm cannon? What about the KPV with armor piercing rounds? What about the Tac-50? All these weapons have the same range as the inferno cannon. And if you put some of them in your defensive line, you will match the centipedes.
I don't think that a uranium slug turret woulod get a higher range then these weapons, so it doesn't make any difference.
Btw, you can use Sabot rounds for the heavy weapons. That is the same ammo a uranium slug turret would use (since Sabots have a tip made of uranium).


yeah using a machine gun against a tank totally makes sense right? @noimageincluded
No, the uranium slug turrets exist for this sole purpose and make perfect sense, they are to counter centipedes and are the only weapon that makes sense if you really want to be """realistic""" with this mod.
Strange how attacking a tank with shotguns and grenades are supposed to be realistic when in reality all heavy armor vehicles in history were fought with big guns.
#33
Quote from: NoImageAvailable on February 12, 2019, 05:18:22 AM
Quote from: nickdos on February 11, 2019, 10:43:45 AM
Why are vanilla items like the two stationary turrets and the charge lance removed?

The turrets overlap with the CE ones so had to be rolled into one. On a poll people preferred the old CE graphics over the new vanilla turrets so those were retained. Charge lance is balanced as an NPC only weapon (or else you'd probably die to the first scyther raid) + overlap with the charge sniper.

Wrong, uranium slug turrets don't overlap with anything and they are the only weapon that matches the insane inferno cannon range, they need to be in the game. There is no other weapon with as big range except the mortar which is indirect. Even the geniuses at Ludeon finally decided to add them to counter the centipedes, but you removed them?
You are suggesting to use weapons that have pathetic range: emp grenades and shotguns, against enemies that instagib anything they hit until it gets close.

Also forgot to mention miniguns. They too have a niche that no other weapon covers: big weight, big spread, lots of bullets.

And again: with the ammunition system off there is no way to make mortar shells, the machining table only has bills for 90mm flak cannon shells which is definitely an error because they can't be used on the flak cannon *with the ammuniton system off*
Even got a quest that rewarded an antimatter warhead that vanished after it appeared.
#34
Air-con indoor units can be placed floating on empty tiles and inside walls, when they look like they are supposed to be placed adjacent to a wall. Is this a bug?

Quote from: temple_wing on February 09, 2019, 11:47:47 PM
What about to add a "water bag"? So that your pawns don't need to go back home to drink water.
Water barrels function like canteens and can be minified
#35
Why are vanilla items like the two stationary turrets and the charge lance removed?
#36
When the ammunition system disabled the machining table still has bills for 90mm cannon shells which are unusable. There is also no way to make mortar shells which are required for IEDs as well as mortars like in vanilla.

As others have said too, fragmentation explosives cause very annoying lag spikes and are unnecessary to implement as such.

The R-11 precision rifle and the L-20 machine gun bills are in the machining table but I suppose they were meant to be in the fabrication bench along with the R-15 charge rifle?
#37
"Drain tank", "kick over" and etc should require a colonist to execute, no?
#38
Releases / Re: [1.0] Psychology (2018-11-18)
February 06, 2019, 04:25:38 PM
If you are using this mod while playing in any survival scenario you are doing it wrong, this mod was made for peaceful base builders to have some difficulty.
#39
Releases / Re: [1.0] Religions of Rimwold
February 04, 2019, 08:12:52 AM
Sounds great and like part of the game, post some screenshots
#40
Quote from: NoImageAvailable on February 01, 2019, 05:59:31 PM
Quote from: nickdos on February 01, 2019, 05:31:12 PM
Are inferno cannon centipedes supposed to be so fucking broken or are you guys just not playtesting without godmode on?
Just a heads up to anyone that is about to download this: don't it's just as bad as vanilla rimworld

Never played without this mod since I started it back in A8. Never had to use cheese, killboxes, etc. don't even build defenses until year 2 or so. This mod requires you to think about how you engage enemies, if you just want something where you can just line everyone up in a killbox to make the enemies go away without issues I'm afraid this is not the mod for you.

Please enlighten me with your strategy about them master, you are definitely a proficient video game player that takes a lot of pride in video games

Quote from: Jan2607 on December 07, 2018, 03:21:24 PM
The Inferno cannon is way too overpowered at the moment and armor pen doesn't work on centipedes. I had now two times mechanoids and there was always a sentipede with inferno cannon. He alone wiped out my full 15 people colony. My colonists had 90 mm flak turrets, M240b and KVP machine guns, .50 sniper rifles and lots of machine guns.
It is nearly impossible to bring a centipede down before the inferno cannon destroys the whole colony. I tried it with a lot of spacing between my colonists, but it didn't work. Even when the inferno cannon doesn't hit my colonists, it will destroy walls behind them and set the colony on fire, which I also can't ignore.
The centipede was hit by dozens of .50 bullets, around 10 90mm HEAT shells (that didn't nothing to him. I thought, HEAT is "High explosive anti TANK" -> if it kills a tank, shouldn't it also kill a centipede?!) and hundreds of 7,62x51mm NATO AP bullets and it still shot my colony to pieces.
And it was only one...
Also, I think the splash damage of the inferno cannon does to much damage to walls. It shouldn't be an artillery.
Quote from: Jan2607 on December 07, 2018, 04:57:49 PM
I'm using the 1.0 version N7 mentioned above. Since it is not Steam workshop I'm not sure if it is the latest version.

I researched charged weapons. Besides this, the charge lance can be crafted without the research. I looked for recipe in loading bench and machining table, but I only did find 8x35mm, which doesn't work on the lance.

Well, if centipedes would be easier to kill, the cannon shouldnt be that big issue anymore. But combined with the nearly invincible centipede it is too powerful at the moment.

Quote from: bartekkru100 on April 30, 2018, 07:05:35 PM
A small question - are centipedes' inferno cannons and charge blasters supposed to be this powerful? My colonists usually get killed from one cannon shot (it is either an insta-death or getting burned up in a few seconds before an emergency team can get to them) or one lucky burst from the blaster.

too bad lads I think this mod's dev thinks you are stupid
#41
Are inferno cannon centipedes supposed to be so fucking broken or are you guys just not playtesting without godmode on?
Just a heads up to anyone that is about to download this: don't it's just as bad as vanilla rimworld
#42
Why is fsx a thing when chemfuel exists already?
#43
Releases / Re: [1.0] NON-Functional Cars (MYFIRSTMOD)
January 29, 2019, 02:41:12 PM
Getting something like a car to use in caravan and not fucking elephants like primitives would be a huge deal. In the future they have spaceships and laser guns but no cars.
#44
This can't be happening
#45
Releases / Re: [1.0] SeedsPlease!
January 06, 2019, 11:39:34 AM
Unlocking seeds through research doesn't make sense, because it means you could get cocoa seeds even if you started in sea ice. Research gives you seeds out of thin air. Your system of extracting or finding them in their natural environment is better, if only it wasn't limited by quantity.