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Messages - Superteej1996

#1
Unfinished / Re: [A16] Starcraft Mod
April 30, 2017, 03:46:18 PM
So I will be releasing my first version of the mod before Wednesday next week at the latest. I'm just in the process of finalizing some of the textures and will be ready to release.
#2
General Discussion / Re: Dependence and withdrawal
April 27, 2017, 09:46:07 PM
Wish I knew about harvesting organs from sick people. Would have helped a lot of my games haha.
#3
General Discussion / Re: New challenges?
April 26, 2017, 10:08:33 PM
You could always start with like 100 luciferium and make all your colonists addicted and when you run out that's a game over. True hardcore mode haha. Any biome too.
#4
Your best bet is to actually just set an animal zone within your colony walls and have a stockpile with haygrass set to a high priority.
#5
General Discussion / Re: Dependence and withdrawal
April 26, 2017, 10:01:17 PM
Just a random question. If you were to administer a Luciferium dose to a prisoner and then harvest all their unimportant organs would the organs you harvested be damaged in any way? Or can you still use them...
#6
General Discussion / Re: Colored Cloth
April 19, 2017, 05:58:29 PM
There are a few mods that actually solve this issue but I have also wondered the same thing. I also wondered why we don't have to tan leathers... But probably just for simplicity's sake.
#7
Unfinished / Re: [A16] Starcraft Mod
April 18, 2017, 09:03:18 PM
Hey Source. The weapons and workbenches parts I have gotten quite good at. If you know about race creation THAT would be helpful beyond measure.

And Dragoon I'm almost ready to release version 1. Just want to make sure the stuff I have now is all 100% so I don't have to rework on old stuff after release and can focus on adding more stuff.
#8
Unfinished / Re: [A16] Starcraft Mod
April 15, 2017, 03:19:33 PM
Newest update. Have completed both the simple and advanced Protoss research benches. Added a specialized crafting bench for all Protoss weapons. Added 2 new apparel items for the Terrans. These coming weeks I will be working on the new work bench for the Terran weapons and armor sets, a Protoss apparel bench, new Protoss apparel, more Zerg species (I've already got 3: Zergling, Hydralisk and Ultralisk, a Protoss conclave beginning story so you can start with a Protoss faction, I am working on creating a custom material called Vanadium that the Terran's use to craft their weapons and armor so it will be more difficult to obtain the advanced weapons which are a bit more powerful to cope with the very dangerous Zerg. I have also decided that the Tal'Darim weapons that are used by the dark templar and such will be reseached separately almost like another research tree, I also plan to create craftable shields of different strengths so you can upgrade them to increase the survival rates of your colonists since I always lose at least one colonist per violent encounter with more than 5 spacer humans (when I have about 3 or 4 of my guys armed with shields and psionic blades) . I will be adding a lot more but that's just some basics I plan to add in the mean time. I also just want people to note that I'm making all damage defs and statistics according the cinematic universe since in my opinion it's a bit unrealistic that an ultralisk would take 2 hits to kill and marine. ::) ::) ::)
#9
Unfinished / Re: [A16] Starcraft Mod
April 08, 2017, 01:09:09 PM
So just another update.

Have now added the ultralisk  (trust me when I say you don't want to fight one of these guys) The auto turret and photon cannon designs have been completed even allowing the auto turret to be made of different materials like the improvised turret in the vanilla game. Added individual research categories for the turrets and protoss weapons. So will probably release within a week or two.
#10
Unfinished / Re: [A16] Starcraft Mod
April 07, 2017, 01:31:57 PM
Thanks a lot for the comments Dragoon. Will definitely take a look at that. Since that copy I sent you I've already added the autoturret, widow mine and photon cannon. So the progress is going really well  :)
#11
General Discussion / Re: Self Sustainability
April 07, 2017, 07:32:00 AM
The best way to get meat in my opinion without having to hunt is to tame some chickens. If you want the meat like immediately then tame about 5 females and 1 male, or if you got some time to spare then tame maybe 3 females and 1 male. (Sometimes the game helps you out by giving you the wandering farm animals event) Then create an indoor animal zone called Chicken Coup or something like that so you know where it is. Restrict all your chicken to that area. The male will fertilize the female and lay eggs. After a few days you'll have some chickens and chicks. The chicks will take a while to grow up but it's a good investment. You can kill the male for the meat when you have enough chicks or just allocate him to separate animal zone called Male Chickens or something like that so he stops fertilizing the eggs since the stove is automatically set to not use fertilized eggs. Either change the stove setting or separate them. Also make sure you keep your fertilized eggs in the chicken coup. If they find their way into the fridge they will be ruined by the temperature. So what I did to avoid that was to set up a stockpile in the chicken coup next to a heater to make sure my chickens survive the cold winters and also to make sure my eggs don't die if I need more chicks. Last bit of advice if you set the zones properly you will need to put food for them or they'll starve. I usually use a small stockpile or 3x1 for like 10 chickens and set it up to ONLY accept rice since it takes a long time to spoil and the chickens don't have a problem eating it. Or you could always make kibble but yeah. Rice is just much easier. Just ensure you set the stockpile as Critical important on the stockpile GUI so they always take the rice there. If any other fridges or stockpiles are of higher important they'll take the rice there. Also it helps A LOT to get your communication console so you can request specific traders from other colonies. So if you have a lot of a specific resource request that trader and sell it all then request the trader you need for the resources you need. In my opinion the space traders are somewhat unreliable and drop your good anywhere that isn't under a roof so you may need to run some distance to fetch your goodies if you're in a mountain. Hope this helps a little bit. In my opinion windmills are like one of the worst electricity generators. The fueled generator with a wood farm is WAY more efficient. You just need a big enough tree farm to ensure your wood stockpiles are large enough to last you until your next harvest of wood. But that's just me. I use all of the generator methods so yeah. Use some solar, wind, fueled and steam if you can. That way your aren't stuck in winter without wood, the night without sun or the day without wind. And use LOTS of batteries in a room with a cooler set to keep the room at low temperatures to minimize the number of problems your batteries give you. If they get too hot or wet they explode and cause fires, so rather be safe than sorry.
#12
Off-Topic / Re: King Under the Mountain
April 06, 2017, 06:12:58 PM
Quote from: Greep on April 01, 2017, 08:13:25 PM
Hah, first dwarf fortress clone I've seen than didn't even bother changing the race  ::)

Looks interesting though.

Just read up on their website though. They have some serious plans for different races. Almost the same variety as something you'd expect from Lord of the Rings but without elves.
#13
Unfinished / Re: [A16] Starcraft Mod
April 06, 2017, 07:55:03 AM
I'm struggling quite a bit to add the Protoss but yeah. Every time I open the game I get fewer error messages and then when I think I've solved it then I suddenly get a whole new group of errors. But yeah. Will probably do a release without the Protoss and then work on it and just release it as an update.
#14
Unfinished / Re: [A16] Starcraft Mod
April 05, 2017, 12:57:13 PM
Well just to update you. I have added the Zerg race now (The Zerglings and Hydralisk are a little OP right now but yeah. Still a lot of balancing and stuff to be done.) Just been working long and hard to try get the Protoss faction and race. Even got onto the Discord forums for help. But yeah. I expect to be able to release a really REALLY basic mod with some apparrel, a lot of weapons and the Zerg which will begin raiding your colonists at day 25 so you have minimal time to prepare. If people want it changed I will gladly oblige. ;) I live for the swarm

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#15
Unfinished / [A16] Starcraft Mod
April 02, 2017, 07:15:29 PM
So I've been developing my very first mod for Rimworld and in my opinion it's been going very well. Have already added lots of weapons from the Starcraft universe with really good results. Have already added specific backstories like Mar Sara colonist and Escaped Convict(Like most of the marines in the Starcraft lore). Even added some of the power armor from the marines with lots more to come.

Future Features Include:
MORE armor and weapons: The firebat and marauder armor sets. The perdition flamethrower and the grenade launcher. Also plan to add some Protoss civilian attire for tribal stages when the armor sets are really expensive. The numerous armor sets of the Protoss armada including but not limited to; Zealot, High Templar, Adept, Artanis' armor, etc.

Specific Workbenches: An early game protoss workbench and research station. A late game Terran work bench and Protoss workbench. Numerous research projects including the Stimpacks and all of the mod's features.

THE PROTOSS RACE. Right now I'm struggling a bit to add the Protoss conclaves but with some help I am making progress. I plan to have a tribal stage and an almost spacer type stage.

THE ZERG SWARM. The Zerg will be a non-player animal that are spawned in an event whereby you will start getting either Zerg hives or some sort of thing like a Queen which will progressively get more and more difficult to exterminate the longer they are left unchecked.

More Structures: I'm looking to add the Pylon as a source of power without having to rely on far away steam geysers. Also plan to add some Terran turrets like the Auto-Turret, Missile Turret and Perdition Turret (Who knows, maybe even the Protoss Photon Cannon will make an appearance).

I'm very open to any other ideas anyone else might have. But that's a lot of the work I have planned already. Progress is going very well and will probably be able to release a basic mod quite soon.

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