Ludeon Forums

Ludeon Forums

  • October 19, 2020, 11:21:12 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 5 6 [7] 8 9 ... 30

Author Topic: [1.2] High Caliber (21.08.2020) updated to R1.2 with 3 new guns!  (Read 269692 times)

eatKenny

  • Colonist
  • ***
  • Posts: 736
  • Refugee
    • View Profile
Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
« Reply #90 on: April 16, 2016, 03:35:55 PM »

because you're screwed if the .500 S&W is too much for your wrists

i do like adding somthing like "25% chance to break wrists if shooting skill too low" for those two .50 handguns ::)

eatKenny

  • Colonist
  • ***
  • Posts: 736
  • Refugee
    • View Profile
Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
« Reply #91 on: April 16, 2016, 03:37:35 PM »

I noticed you only have one "Shotgun" and even that would be considered an assault rifle, do you plan to add shotguns?

nah, not a big fan of shotguns, they are so uncivilized.

eatKenny

  • Colonist
  • ***
  • Posts: 736
  • Refugee
    • View Profile
Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
« Reply #92 on: April 16, 2016, 03:40:30 PM »

Can you use the shield with guns or just melee?

as the OP said, you can equipt melee weapons, grenades, small caliber pistols, and PDW from vanilla game.

dareddevil7

  • Tester
  • Colonist
  • **
  • Posts: 324
  • Full Of Ideas, No Clue How To Make Them
    • View Profile
Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
« Reply #93 on: April 16, 2016, 03:43:55 PM »

I didn't notice it said small caliber, that explains why when I had a colonist with the .500 S&W and a shield she wouldn't fire it
Logged

dareddevil7

  • Tester
  • Colonist
  • **
  • Posts: 324
  • Full Of Ideas, No Clue How To Make Them
    • View Profile
Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
« Reply #94 on: April 16, 2016, 03:50:05 PM »

because you're screwed if the .500 S&W is too much for your wrists

i do like adding somthing like "25% chance to break wrists if shooting skill too low" for those two .50 handguns ::)
Sounds fun
Logged

Jakub k.

  • Colonist
  • ***
  • Posts: 188
  • Colonist
    • View Profile
Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
« Reply #95 on: April 18, 2016, 10:55:39 AM »

How do you get the ballistic shield? crafting? buying?
Logged

eatKenny

  • Colonist
  • ***
  • Posts: 736
  • Refugee
    • View Profile
Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
« Reply #96 on: April 18, 2016, 11:11:10 AM »

How do you get the ballistic shield? crafting? buying?

if you read the OP carefully you will see: ...You can make them from smithing bench...

dareddevil7

  • Tester
  • Colonist
  • **
  • Posts: 324
  • Full Of Ideas, No Clue How To Make Them
    • View Profile
Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
« Reply #97 on: April 19, 2016, 04:16:38 PM »

Do you have any plans to make a turret, like an M2?
Logged

eatKenny

  • Colonist
  • ***
  • Posts: 736
  • Refugee
    • View Profile
Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
« Reply #98 on: April 19, 2016, 04:21:49 PM »

Do you have any plans to make a turret, like an M2?

i have made a turret mod before with lots of manned/auto turrets incl. M2, but i'm not planning update it to A13 due to lack of time and there are alreaday several well-made turret mod for A13.

edit: maybe i can import the M2 and M134 turrets to this mod, they are more like a gun anyway ::)
« Last Edit: April 19, 2016, 04:27:30 PM by eatKenny »
Logged

dareddevil7

  • Tester
  • Colonist
  • **
  • Posts: 324
  • Full Of Ideas, No Clue How To Make Them
    • View Profile
Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
« Reply #99 on: April 20, 2016, 05:56:45 PM »

Do you have any plans to make a turret, like an M2?

i have made a turret mod before with lots of manned/auto turrets incl. M2, but i'm not planning update it to A13 due to lack of time and there are alreaday several well-made turret mod for A13.

edit: maybe i can import the M2 and M134 turrets to this mod, they are more like a gun anyway ::)
I really like your manned turrets
Logged

skyicon

  • Muffalo
  • *
  • Posts: 5
  • Refugee
    • View Profile
Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
« Reply #100 on: April 21, 2016, 04:01:45 PM »

my full error log

http://imgur.com/a/y9n1D

is there a debug log saved somewhere? i can't find it..
Logged

eatKenny

  • Colonist
  • ***
  • Posts: 736
  • Refugee
    • View Profile
Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
« Reply #101 on: April 21, 2016, 04:09:26 PM »

A13 version do not have the combat realism patch (as the combat realism hasen't been updated yet), you must have downloaded the wrong version.

maxfire

  • Muffalo
  • *
  • Posts: 5
  • Refugee
    • View Profile
Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
« Reply #102 on: April 21, 2016, 06:27:12 PM »

Looks like someone wants counter-strike conversion... :P
Logged

eatKenny

  • Colonist
  • ***
  • Posts: 736
  • Refugee
    • View Profile
Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
« Reply #103 on: April 21, 2016, 06:29:53 PM »

Looks like someone wants counter-strike conversion... :P
CS, Rainbow6, Battlefield, all of them ;D

Poebe

  • Muffalo
  • *
  • Posts: 18
  • Refugee
    • View Profile
Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
« Reply #104 on: April 25, 2016, 05:44:19 PM »

CR patch coming anytime soon?
Logged
Pages: 1 ... 5 6 [7] 8 9 ... 30