Search found 103 matches

by Alekthefirst
Sun May 17, 2015 7:39 pm
Forum: News
Topic: Friday Facts #86 - Trees
Replies: 86
Views: 55413

Re: Friday Facts #86 - Trees

It's not so optimistic. Uranium would be used only for the nuclear reactors and maybe uranium coated shells. A-bombs would be very bad idea. A-bombs is a natural addition if uranium ever gets added, it represents the apex of currently known weapons tech, and can be used for both biter and base obli...
by Alekthefirst
Fri May 08, 2015 11:53 am
Forum: Gameplay Help
Topic: Is there an available Evolution timeline?
Replies: 12
Views: 5583

Re: Is there an available Evolution timeline?

Wasn't evolution based on multiplicative increases - it would increase faster at first and slow down near the end? Logarithmical, i believe. I remember reading something 'bout this too Gonna look for sources EDIT: from the wiki: The percentages are applied on the base of (1 - current_evolution_fact...
by Alekthefirst
Fri May 08, 2015 11:47 am
Forum: General discussion
Topic: Best Game of 2015? Hell Yes!
Replies: 11
Views: 6349

Re: Best Game of 2015? Hell Yes!

Psycho0124 wrote:Fusion warhead
The ultimate go-to solution for messy bases that needs serious rebuilding.
oh, and biter removal. Almost forgot the biter aspect
by Alekthefirst
Wed May 06, 2015 3:47 pm
Forum: Ideas and Suggestions
Topic: More types of module for Modular/Power Armor
Replies: 6
Views: 2956

Re: More types of module for Modular/Power Armor

I love the idea of stealth module, with the bonus suggestion of the sniper rifle. However, with the WTFesque respawn rate of the biters, a sniper rifle would be totally useless. How about a silenced sniper rifle that doesn't attract other biters of you kill one with it? Certainly would add to the s...
by Alekthefirst
Wed May 06, 2015 11:15 am
Forum: Mods
Topic: [0.12.0] static game difficulty
Replies: 15
Views: 18705

Re: [0.11.1] static game difficulty

just confirmed
This works with 0.11.22
by Alekthefirst
Wed May 06, 2015 10:53 am
Forum: Mods
Topic: [0.12.0] static game difficulty
Replies: 15
Views: 18705

Re: [0.11.1] static game difficulty

orzelek wrote:You can always check from console if evolution factor is changing.

It should be like this:

Code: Select all

/c game.player.print(game.evolutionfactor)
then it should still be at 0 if i have played for an hour, right?
by Alekthefirst
Wed May 06, 2015 10:44 am
Forum: Mods
Topic: [MOD 0.1.1] Colored Lights
Replies: 10
Views: 15066

Re: [MOD 0.1.1] Colored Lights

I'm going to use-abuse-overuse this
Science - Blue lights (becuase movies and stuff)
Power production - Red lights (pollution)
Defence - Yellow lights (same color as alerts)
Solar farms could be green and then assembly area would be purple, or maybe leave it @ uncolored
by Alekthefirst
Wed May 06, 2015 7:52 am
Forum: Mods
Topic: [0.12.0] static game difficulty
Replies: 15
Views: 18705

Re: [0.11.1] static game difficulty

Keyalha wrote:Is this mod still working with 0.11.22 ?
Lemme try
EDIT: might take some time, considering i actually have to play for some time for the difference to be noticable
by Alekthefirst
Tue May 05, 2015 4:11 pm
Forum: Mods
Topic: [0.11.x] Marathon Mod
Replies: 45
Views: 54435

Re: [0.11.x] Marathon Mod

I challenge any player on this forum to combine this mod with hardcorio and oxygen, and put biter settings to max
by Alekthefirst
Mon May 04, 2015 11:27 am
Forum: Gameplay Help
Topic: Advanced oil ratios?
Replies: 9
Views: 14159

Re: Advanced oil ratios?

H2SO4 is sulfuric acid for those wondering Johnny was a chemist's son Johnny is no more For what he thought was H2O Was H2SO4 I propose adding a new item to the game: "Bottle of H2SO4" - description: "Industrial quality sulfuric acid on a bottle. Try drinking it!" Looks: yellow ...
by Alekthefirst
Sat May 02, 2015 10:24 am
Forum: Maps and Scenarios
Topic: The von Neumann Thread
Replies: 115
Views: 120236

Re: The von Neumann Thread

Yarma92 wrote:Any update as to the status of the last game? If it has been abandoned whats the protocol?
i think you have to start from Greyman's seed
by Alekthefirst
Sat May 02, 2015 9:39 am
Forum: News
Topic: Friday Facts #84 - The wedding day preprations
Replies: 54
Views: 41288

Re: Friday Facts #84 The wedding day preprations

Waves of up to 500 enemies, cause otherwise this whole afford would be useless. 500? Yes, why not? I like the idea. Introducing sudden paranoia about some massive biter army waiting out there for you will surely intensify a playthrough, and force the player to build radar outposts everywhere. Robop...
by Alekthefirst
Sat May 02, 2015 6:49 am
Forum: News
Topic: Friday Facts #84 - The wedding day preprations
Replies: 54
Views: 41288

Re: Friday Facts #84 The wedding day preprations

@kovarex The new beam effect is great! By the way, I am wondering what is the meaning of "give us a lot of freedom if we want to use on other places in the game"? It is better if you could provide some example. Thank you very much:D I mean, that it could be used in some factory machinery ...
by Alekthefirst
Fri May 01, 2015 3:20 pm
Forum: News
Topic: Friday Facts #84 - The wedding day preprations
Replies: 54
Views: 41288

Re: Friday Facts #84 The wedding day preprations

Legoman165 wrote:3 times bigger factories here I come!
you stole my relpy :D :D :D :D :D
by Alekthefirst
Fri May 01, 2015 11:53 am
Forum: Mods
Topic: [MOD 0.13.x] Artillery Cannon - v1.2.0
Replies: 47
Views: 34207

Re: [MOD 0.11.x] Artillery Cannon - v1.0.1

let the forum know if you find a way to get that minimum range working!
could be used for so many situational weapon systems
by Alekthefirst
Fri May 01, 2015 11:16 am
Forum: Mods
Topic: [MOD 0.11.x] Fort mod v0.2.0
Replies: 11
Views: 17713

Re: [MOD 0.11.x] Fort mod v0.1.0

i love it already
The range upgrade is so helpful, and i like the cost scaling too. Small upgrade -> small addition in build cost
by Alekthefirst
Tue Apr 28, 2015 12:23 pm
Forum: General discussion
Topic: So I wanted this game on steam so bad... Now I feel sick.
Replies: 15
Views: 11230

Re: So I wanted this game on steam so bad... Now I feel sick.

Paid mods are dead! Maybe they'll introduce a donation based system in the future. http://steamcommunity.com/games/SteamWorkshop/announcements/detail/208632365253244218 :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :...
by Alekthefirst
Mon Apr 27, 2015 4:43 pm
Forum: Show your Creations
Topic: Spot the mistake
Replies: 13
Views: 12627

Re: Spot the mistake

XyLe wrote:so i'm just gonna stop here
Time Police here! You didn't waste enough time!
Go back to wasting time NOW, or you will be arrested!

Also that's a metric fartton of long inserters
by Alekthefirst
Mon Apr 27, 2015 4:39 pm
Forum: Show your Creations
Topic: Daniel's inherently futile contraptions
Replies: 15
Views: 15270

Re: Daniel's inherently futile contraptions

i dont see any signals :P
signals or have the trains blow up as they catastrophocally crash their fully loaded metal carts into each other at 200 km/h and detonate with the power of a nuke.

also you are gonna get run over by the train
many times
many..
times...
Daniel....
by Alekthefirst
Wed Apr 15, 2015 5:27 pm
Forum: Mods
Topic: [0.14.something](almost)Pointless mod 0.0.0.5.2
Replies: 71
Views: 41121

Re: [0.11.xx](almost)Pointless mod 0.0.0.3.1

Nobody wrote:i admit, i may or may not have forgotten that i left the shotgun-grenade-launcher as a car-launcher.
I don't see any problems here

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