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Messages - BetaSpectre

#1126
This mod conflicts with the graphics of the cluttermod, namely when I set the beds of the cluttermod to prisoner mode they turn into formless blobs that change between red and white.

Lost my colony mid research so It'll be a while til I see what this mod does firsthand xD.
#1127
Outdated / Re: (Alpha 5) Slow paced storyteller.
July 14, 2014, 05:52:17 PM
day 14 randy 90 raiders, 9 colonists. I win the fight but lose the war my guys went insane due to sleeping in flaming beds

Couldn't deconstruct/set as prison beds cause the walls were gone.
#1128
General Discussion / Re: Alpha 5 and sieges
July 14, 2014, 05:50:17 PM
I'd say one out of 8 shots will hit on target or close enough to count.

If you can survive a siege for longer than 4 days the raiders should automatically suicide.

If you burrow into a mountain and set up ship reactors you can hold out against a siege indefinitely but the raiders can not. Expensive but worth it for allowing free energy.

That said the intention of raider sieges is simply broken 5 colonists vs 90 raiders is a no brainer, now add a trench and defenses and those 5 colonists have no hope of winning especially if they have to walk across a field of dead bodies.

That said the best strategy is simply not to fight end game or if you do hit hard and hit often.
#1129
Off-Topic / Re: GERMANYYYYYYYYYYYYYYY
July 14, 2014, 04:56:37 PM
Germany is awesome, 90% of our awesome tech came from a german background.

Even the entire Nazi incident only helped the world out in the long run, without them We'd all be Commie albiet a well run society/community is better than plain anarchy but many digress.
#1130
Outdated / Re: [Mod] (Alpha 5) Machine Gun Nests
July 14, 2014, 04:36:48 PM
Well since so many people don't like exploding guns make a "balanced" version and an unbalanced version.

Keep in mind that raiders can out number 15 colonists 15-30 to one.

I had 5 colonists fight 90 sieging raiders even with the guns I wouldn't be able to use them against those guys, if they rushed I'd still be in a pickle.

What really needs balance is a limit on raider attacks.

exploding turrets is still being exploited, probably for more detriment to balance than otherwise, cause one explosion can easily kill 90 raiders while 10 turrets that don't go boom can not.

I wonder if this mod will be implemented into the main game one day along with nuclear power xD.
#1131
Off-Topic / Re: GERMANYYYYYYYYYYYYYYY
July 14, 2014, 04:33:28 PM
fifa it seems or 卍
#1132
Off-Topic / Re: Internet! WHY YOU NO WORK.
July 14, 2014, 04:29:13 PM
At least it wasn't your birth day
#1133
So only the starting colonists?
#1134
General Discussion / Can you nickname any colonist?
July 14, 2014, 03:45:50 PM
It'd make management infinitely easier if I could, but I have no idea if this is possible.
#1135
Help / Re: Using Chunks as Materials
July 14, 2014, 03:35:37 PM
Interesting Idea but seeing as though chunks naturally work as sand bags, and can be made into superior walls there's little reason for the mod eh?

Still I do like seeing new content xD
#1136
Just had 100% of my colonists go insane from a little mortar fire from inside of a mountain and 3 consecutive raider attacks on randy. It was interesting to watch lost 0 people from the fight itself it was the reconstruction that made everyone go F this I'm outta here.

Two raider groups pushed to retreating one completely wiped out a total of about 80-90 raiders here. Autosaves have probably over written everything xD.

Continued to watch a little bit after and spawned some colonists everyone went insane before they even got back into the base.

Its pretty much No power, no food, dead body, dead colonist, dead raider, ugly blood. They last about a day then go insane before getting any work done. Even if I spawn 20 colonist they'll just go rampaging against each other. I haven't seen a colony break down like this before its interesting to watch but frustrating if you actually wanted to do something.
#1137
Wow must have not read a read me somewhere I had no idea I could select which guns would appear or not.

It seems that I just love this mod more with each passing day xD
#1138
Unfinished / Re: Hunter Animals Mod [A5]
July 14, 2014, 01:17:17 AM
Is the melee damage a little much if its faster than most humans? Another issue may be the fact when a person starts their guns suck. either the health should be lower to like 50-25 or I'll be seeing an empty map pretty soon I'd think.

Still It'd be interesting to see these guys roaming about.
#1139
Outdated / Re: [Mod] (Alpha 5) Machine Gun Nests
July 14, 2014, 12:42:13 AM
If it doesn't explode then I think it'd be pretty rad, also it should take up only one square if you ask me, but well code is code.
#1140
Ideas / Re: Jetpacks
July 14, 2014, 12:39:30 AM
True True avoiding disadvantageous terrain may be a little OP, I'd like to be able to play the raider part sometime though.