Search found 15 matches

by Marchombre
Wed Jun 01, 2016 9:36 pm
Forum: Mods
Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
Replies: 63
Views: 43948

Re: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)

Well that's strange :/ I created a new world without VanillaEx and hunting grounds (but keeping the other ones) and i started in a forest first try.
Wait, i updated RSO mod between both world. I'll check back later if i still start in a desert with your mods back.
by Marchombre
Tue May 31, 2016 4:48 pm
Forum: Mods
Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
Replies: 63
Views: 43948

Re: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)

I know that you said that your mod change nothing in the generation stuff but... i just tried to play a new game. Set everything to big (except aliens bases set to normal and water to only in starting area). I restarted 12 times. everytime, i start..... in a desert. No kidding... Only mods used are ...
by Marchombre
Fri May 27, 2016 10:26 am
Forum: Mods
Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
Replies: 63
Views: 43948

Re: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)

I created a new world vith v0.0.8 + hunting ground (and some more you recommend in the post) and there was no problem. Didn't deleted the crop-cache.dat at that time.
by Marchombre
Wed May 25, 2016 10:58 pm
Forum: Mods
Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
Replies: 63
Views: 43948

Re: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)

Raught19, any idea about what i said earlier ? Hum, i don't know if it's really coming from the mod or not, but when i generated a new map, i had to restart like 5-6 times cause there was always an ore missing (with v0.0.8). Most of the time it was iron or coal. I finally switched to v0.0.7 to gener...
by Marchombre
Sun May 08, 2016 1:12 pm
Forum: Mods
Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
Replies: 63
Views: 43948

Re: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)

Hum, i don't know if it's really coming from the mod or not, but when i generated a new map, i had to restart like 5-6 times cause there was always an ore missing (with v0.0.8). Most of the time it was iron or coal. I finally switched to v0.0.7 to generate the map then go back to v0.0.8 to play. Did...
by Marchombre
Mon Apr 25, 2016 9:22 pm
Forum: News
Topic: Friday Facts #135 - Getting Organized
Replies: 60
Views: 32907

Re: Friday Facts #135 - Getting Organized

Scottywired, where does your first screen come from ? i don't remember this red alert game o:
by Marchombre
Sat Apr 23, 2016 10:39 pm
Forum: News
Topic: Friday Facts #135 - Getting Organized
Replies: 60
Views: 32907

Re: Friday Facts #135 - Getting Organized

keyboardhack wrote:Here it's

Image

Nice :D
by Marchombre
Fri Apr 22, 2016 11:22 pm
Forum: News
Topic: Friday Facts #135 - Getting Organized
Replies: 60
Views: 32907

Re: Friday Facts #135 - Getting Organized

Could someone post a screen or the pic about the flamethrower ? can't see it cause of the main site problem.
by Marchombre
Fri Apr 15, 2016 3:46 pm
Forum: Multiplayer
Topic: [EU-ENG-FR] [PUBLIC] ForFacto 24/7 V5 [ONLINE 14.20]
Replies: 100
Views: 36482

Re: [Europe ENG-FR] [Whitelist] ForFacto 24/7 [ONLINE]

I see many applications for the whitelist, but very few people coming to play :p What's the reason ? Come on TS guys, it's fun we need you ! :) Sorry, i was working really early all week so i'm kinda off every afternoon. I was planning to come early today but i got guests. I'll come on TS and Facto...
by Marchombre
Thu Apr 14, 2016 12:16 pm
Forum: Multiplayer
Topic: [EU-ENG-FR] [PUBLIC] ForFacto 24/7 V5 [ONLINE 14.20]
Replies: 100
Views: 36482

Re: [Europe ENG-FR] [Whitelist] ForFacto 24/7 [ONLINE]

Nice. ça dérange pas si on se fait quand même un avant poste quelque part ? J'aime bien l'explo et la survie, du coup si vous gérez la méga base, je peux partir scouter les environs pour les prochaines zones de ressources / points de défense. Je vous envoie toutes les infos pour rejoindre le serv vi...
by Marchombre
Wed Apr 13, 2016 4:54 pm
Forum: Multiplayer
Topic: [EU-ENG-FR] [PUBLIC] ForFacto 24/7 V5 [ONLINE 14.20]
Replies: 100
Views: 36482

Re: [Europe ENG-FR] [Whitelist] ForFacto 24/7 [ONLINE]

Yo ici.
Juste quelques questions concernant le serveur.
1° : Bobmods - je pige rien a toutes les nouvelles ores, vous auriez des tips pour moi ? xD
2° : Vous faites une base géante commune ou on peut s'installer un peu partout ? ( a moins que le spawn soit partiellement randomisé ?)
by Marchombre
Tue Apr 12, 2016 12:47 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 88349

Re: [MOD 12.11+] Train Outposts

SirRichie wrote:Hi,

I can make a switch in the config. Resources should still be somewhat balanced, but I will not design the balancing for the non-endless mode.
Thank you :D
by Marchombre
Mon Apr 11, 2016 5:32 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 88349

Re: [MOD 12.11+] Train Outposts

Hi everyone. I was wondering if it was possible to add an option to not make ores infinite ? I really like the long distance between ore spawn and the cheaper rail cost, but the % thing with ore bother me a lot. I prefer when the ore disappear once emptied instead of just running at very slow pace. ...
by Marchombre
Mon Apr 11, 2016 5:28 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 184443

Re: [0.12.x] RSO Discussion thread

Thanks. Gonna ask him then.
by Marchombre
Mon Apr 11, 2016 4:10 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 184443

Re: [0.12.x] RSO Discussion thread

Sorry if i'm not asking at the right place but i wanted to know something. I'm using Train Outpost mod cause i wanted the long distance ore outpost and the changes in the rail crafting, but the % thingie with resources are bothering me. I would prefer the ore to disappear once emptied rather than ju...

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