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Messages - DeWolf

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1
Help / Re: Editing rulesets doesn’t change anything.
« on: May 23, 2020, 07:27:02 pm »
if you still have the mod as zip file in the same location, delete it
That was indeed the issue. Thank you.

2
Help / [SOLVED] Editing rulesets doesn’t change anything.
« on: May 23, 2020, 03:11:33 am »
So I tried to edit some values in the rulesets for the 40k mod. For some reason after saving the changes and restarting the game none of the changes have occurred in game. This is the only mod this issue occurs with and I have no idea why.

3
XPiratez / Re: [MAIN] XPiratez - 0.99J8 - 19 Oct - Mixed Bag
« on: November 15, 2018, 04:32:19 am »
So are sandbags removed entirely or what?

4
XPiratez / Re: Important: Upgrading Saves Between Versions
« on: October 08, 2018, 04:55:51 am »
NICE!

5
XPiratez / Re: Important: Upgrading Saves Between Versions
« on: October 06, 2018, 11:24:29 pm »
So any changes needed for 99j6b to j7?

6
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: December 13, 2016, 12:44:31 am »
    allowedCraft:
      - STR_AIRBUS
      - STR_AIRCAR
      - STR_SAKURABUS (Purple Turtle)
      - STR_VENTURA
      - STR_FORTUNA
      - STR_FUEGO
      - STR_METALLO
      - STR_JETBIKE
      - STR_FIRESTORM (Deliverator)
      - STR_DRAKKAR
      - STR_BRIG (Leviathan)
      - STR_SABRE
      - STR_LIGHTNING (Crab)
      - STR_HYDRA
      - STR_KRAKEN
      - STR_MINING_SHIP
      - STR_TRITON
For absolute certain the bonaventura but on that topic.
I recall the description for the loader armor for being sea and space worthy only to see my loader peeps in space pods.

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XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: December 09, 2016, 08:21:00 pm »
So how do I get the industrial scanner?

8
The only problem that I actually see so far in this mod so far is that when you are in an interception when you get hit once your ships usually go all to red so it hides how much damage you really have.

9
XPiratez / Re: [Enemies]New targets suggestions!
« on: November 05, 2015, 07:17:26 pm »
Not necessarily an idea per say but when I was looking through the mod files when I saw the super slave images. I originally thought that perhaps rarely you can fight super man. I thought of it like this on your radar (and only radar) you would see a really fast and very small flying object. You would try to intercept it but it is incredibly difficult with ballistic craft weapons also the image would be jammed. However should you have shot him down and sent people there you would find a very clear crater but no ship? Your crew would look around and eventually find a man in a blue suit who is really pissed off. Again bullets and the like would not have much effect on him but cattle prods , smoke grenades and rope would work really well against him. As for an interrogation I would have imagined he would just give you lore and maybe some advanced medical technology or the bat signal (for lolz). But then I read a play though on the bay 12 forums by boltgun and saw that it was a super slave. I was somewhat disappointed but at the same time amused.

10
XPiratez / Re: [Enemies]New targets suggestions!
« on: November 05, 2015, 04:24:38 am »
For lolz. If the humanists are able to build bases maybe they can rarely have a mecha you know who in there.

11
It is severely restricted compared to vanilla. You must be in sight of the victim. You can only get the voodoo rod (another name for the psi-amp) while wearing the witch costume. Apart from, it functions the same way as vanilla psi-amp.

I preferred vanilla. Three guys surrounded by bodyguards while scouts hunted for victims ..  Now on longer ... :(
Unfortunately everyone else's psi powers work like vanilla but better as it seems either the enemy with a psychic only needs to see your lasses once before they are able to wreak havok on them. Just ONCE. Even then it seems like they don't need to have seen your people at all.

12
Good point. Looks like I have to build a few witch outfits ..
BTW how do the psi power work when using this mod?

13
Programming / Re: Undoing Secret Pact
« on: November 03, 2015, 09:20:59 am »
Nevermind I found it.

14
Programming / Undoing Secret Pact
« on: November 03, 2015, 09:11:03 am »
Is there any way to edit a save game to remove or undo a secret pact. Mainly as a self imposed rule that you have to be scarier than the aliens to put them back on the council.

15
New closing battle against raiders pogrom probably a random bug.

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