I want to be able to pick the traits too!!! Great mod BTW, wish it works in Dev mode too xD.
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#1142
Outdated / Re: (Alpha 5) Slow paced storyteller.
July 14, 2014, 12:10:48 AM
I'm fine with the tellers as they are but sometimes they do get a tad extreme late game. Anyone mind telling me how the outlook is for the first year month by month? If someone can I'd really appreciate it.
#1143
Its mostly to allow colonists to get a drop on anywhere on the map. Raiders have drop pods so why can't colonists employ a similar tactic on raiders when they siege you?
Also due to the high rate of mental decay out in the field zipping in and out quickly has great benefits.
Our colonists live in a sci fi era and their gear should reflect it. Heck maybe only allow this when you've finished building the ship (IMO the ship should be manned and allow transport around the map or to a new map to begin again but with an option for the same planet or not)
I'd also like to see the ship being able to be armored and fitted with guns for you know combat.
Also due to the high rate of mental decay out in the field zipping in and out quickly has great benefits.
Our colonists live in a sci fi era and their gear should reflect it. Heck maybe only allow this when you've finished building the ship (IMO the ship should be manned and allow transport around the map or to a new map to begin again but with an option for the same planet or not)
I'd also like to see the ship being able to be armored and fitted with guns for you know combat.
#1144
General Discussion / Re: Access to earlier versions?
July 13, 2014, 11:58:10 PM
Earlier versions IMO were tougher.
Ask around for help in getting defenses or go into options and activate developer mode to make yourself tough enough for fun.
Also you could download some mods for balancing fixes.
One hot fix is to disable tough events like the psychic drone.
Ask around for help in getting defenses or go into options and activate developer mode to make yourself tough enough for fun.
Also you could download some mods for balancing fixes.
One hot fix is to disable tough events like the psychic drone.
#1145
Ideas / Turrets have charge times and can be hidden
July 13, 2014, 09:37:44 PM
Turrets have charge times and can be hidden
The charge time is to justify hiding the turrets.
Colonists Hiding turrets when they're offline makes sense.
I've fought off countless raids only to lament that my colonists are too slow to gun down the raiders 95% of the time.
If I kept my turrets offline then once they flee I'd open up my guns and laugh as 100% of the 4 fleeing raiders get killed.
This should inflict "fear" on the raiders I mean I wipe out hundreds (dozens in Alpha 5) of their groups each raid and suffer 0 casualties (drafted to defensive positions inside of a mountain if outer defenses fail which they never do) If I were a raider hearing a story of how armies of 50-600 raiders die each week when attacking this ONE. TINY. FENCE IN A MOUNTAIN might think twice about raiding cause even if they win there's nothing that makes the losses worth it. More so if the survivors saw this first hand.
The charge time is to justify hiding the turrets.
Colonists Hiding turrets when they're offline makes sense.
I've fought off countless raids only to lament that my colonists are too slow to gun down the raiders 95% of the time.
If I kept my turrets offline then once they flee I'd open up my guns and laugh as 100% of the 4 fleeing raiders get killed.
This should inflict "fear" on the raiders I mean I wipe out hundreds (dozens in Alpha 5) of their groups each raid and suffer 0 casualties (drafted to defensive positions inside of a mountain if outer defenses fail which they never do) If I were a raider hearing a story of how armies of 50-600 raiders die each week when attacking this ONE. TINY. FENCE IN A MOUNTAIN might think twice about raiding cause even if they win there's nothing that makes the losses worth it. More so if the survivors saw this first hand.
#1146
Ideas / Re: Muffalo breeding zones
July 13, 2014, 09:25:56 PM
Animal Husbandry is a highly supported suggestion.
#1147
Ideas / Re: Overwhelming Waves
July 13, 2014, 09:25:26 PM
Raids would make sense if the raiders weren't here to kill you but raid your stockpiles to get your "wealth" but wealth should be in dropped resources that are take able
Raiders steal not go on suicidal charges.
Tribals should be determined in strength by a different formula, but shouldn't get larger than 20 guys tribes aren't moving cities.
Raiders steal not go on suicidal charges.
Tribals should be determined in strength by a different formula, but shouldn't get larger than 20 guys tribes aren't moving cities.
#1148
Mods / Re: Your friendly neighborhood moderator
July 13, 2014, 05:24:19 PM
I love how all the moderators here make mods. Its pretty awesome to see the staff actually being involved in ingame stuff.
#1149
Stories / Re: He He idiots
July 13, 2014, 05:22:23 PM
I make lots of these colonies with different play styles in mind this one was that the colony would play like RAIDERS ended up making a farm with walls anyway cause not enough food drops during sieges. I'll be sure to screen shot interesting sights in the future.
I've got a save of mountain bypass raider drop pods I'll share that story one day probs.
I've got a save of mountain bypass raider drop pods I'll share that story one day probs.
#1150
General Discussion / Re: Defense strats/tips?
July 13, 2014, 03:56:08 PM
I'm not sure I remember reading somewhere I think the wiki that said sandbags are 60% and slag is 40% the wiki might have data on trees.
#1151
Ideas / Re: Another multiplayer suggestion (very plausible)
July 13, 2014, 03:53:37 PM
A glaring issue is pausing, time speed. RT isn't that great
#1152
Outdated / Re: [MOD] (Alpha 5d) Project Armory (v.2.11)
July 13, 2014, 03:48:34 PM
I sort of want fallout weapons to pop up sometime like the plasma caster, gatling laser, and mini nuke launcher
But at one point I fear this mod will have too many weapons xD
But at one point I fear this mod will have too many weapons xD
#1153
Outdated / Re: [MOD] (Alpha 5) Atomic Power
July 13, 2014, 03:44:31 PM
Radiation Resistance/Immunity is an actual in game trait it does nothing but still its there
#1154
Outdated / Re: [MOD] (Alpha 5) Jaxxa Shields 0.03
July 13, 2014, 02:01:37 AM
If the shields overlap then I can imagine why the gun doesn't fire just imagine the shield is a mirror that reflects things from the outside when they overlap the mirror reflects what's inside of the bubble and that means your gun can't fire through although if its not shooting at all that's another problem
#1155
General Discussion / Re: Ship building
July 13, 2014, 01:46:43 AM
The ship is over powered in relation to size and onboard crew.
But a good fun challenge if you bust it up with ahem high explosives. And if planned out a great defense xD, if you stay sane enough.
But a good fun challenge if you bust it up with ahem high explosives. And if planned out a great defense xD, if you stay sane enough.