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Messages - Bodog999

#46
I'm having an annoying bug with the new pulse weapons, everytime one gets fired the pulse laser things bug out and create lots and lots of errors while also causing giant lag. Anyone else having this problem too?
#47
Releases / Re: [MOD] (Alpha 10) Glitter Tech v1.0
June 16, 2015, 02:01:17 PM
Yeah, the defence on that colony needs to be drastically improved. Problem is is that there's just not enough space, farms are in the front and trading pile just above. Currently I'm using 3 fortress shields to protect me. But even if I would upgrade my defence and put even more shields, I will still lose. The commando's will punch through my shields and set my colonists on fire, slowly decreasing the firepower on the commando's.

EDIT: Oh I forgot, the mod has been in scince the start of the colony and I'm playing on a custom stortyteller (Hildegarde Epic) on extreme difficulty. Even on lower difficulties my shields will just vaporize.
#48
Releases / Re: [MOD] (Alpha 10) Glitter Tech v1.0
June 15, 2015, 02:02:57 PM
Sam_ do you know when you'll be ready to upload the A11 version of the mod?
#49
Oh so the synthetic skin was used to remove old gunshots and old scars? Would it be possible to make something to replace the left and right radius on a colonist? One of my colonists is missing her whole right radius.
#50
Ideas / Re: Create A Biome!
June 13, 2015, 12:42:22 PM
Name of Biome: Wasteland
Average Summer Temp: 40-50
Average Winter Temp: 10-20
Types Of Weather: Long dry periods, little rain and toxic coulds sometimes
Types Of Plants: Dead trees, bushes, little to no grass
Types Of Animals: Usually large animals which can live without food and water (if its ever gonna be in Rimworld) for a long period of time
Something else interesting about the biome: Factories were there, they caused ground pollution and made the land not so fertile. Old fumes hang around in the air and sometimes come down, slowly suffocating your colonists.
#51
Stories / Re: Your Best Screenshots
June 13, 2015, 12:34:06 PM
Holy damn, so many killboxes, why cant people just shoot raiders/mechs out in the open? Thats way more fun :)
#52
THIS! IS! MODDED! RIMWORLD!

[attachment deleted due to age]
#53
Mods / Re: [Request] Tiberium
June 12, 2015, 05:42:47 PM
I love the Command and Conquer Tiberium wars game. And if one of your colonists would be near the Tiberium frequently he/she could develop immunity to Tiberium. It could maybe be mined and crafted into weapons/traps.
#54
Ideas / Re: Some ideas
June 12, 2015, 05:38:02 PM
If possible, pets, they'll make the colony so much more alive. And colonists could play with the pets and their joy would go up.

How about Endothermic or Exothermic incidents? They could freeze/boil the planet for a while.

Meteor storms? They could come down for a few hours and explode on impact with the ground. Basically a retextured and explosive droppod, but ofcourse destructive :)

Hard winds/tornadoes/hurricanes/watersprouts which could displace some of your items and even fling your colonists or even better raiders to another place on the map. Watersprouts could make it rain for a short while.

Maybe a very rare and powerfull Railgun?

Some more furniture like couches and coffee tables. They could give some colonists a little break and they can talk to eachother. Social skill would be trained more.

Birthday parties, whenever a colonist has a birthday the other colonists could throw a party, giving a mood boost a joy boost and up cooking/social skills.

Cryosleep tubes and caskets which have an in-build timer to open up. You can set the timer to 10 days for example, after 10 days the cryosleep tube/casket opens up and the person inside would be released. This could be used as a last resort when raiders are completely invading your base, you escape to the tubes/pods so you would live. If the raiders didnt follow you.

Decoys to draw fire from raiders.

Camo, this would give another shooting/aiming debuff to the shooter on a target with camo, which makes the target harder to hit. There would be forest, snow, sand and rock camo.

Invisibility not permanent but for 20 seconds, this would allow you to quickly escape from enemies aiming/shooting at you. Yes this might just be very sci-fi but were on a rimworld with cryosleep caskets, orbital traders and droppods. Why wouldnt invisibility exist?

Animal breeding, this could give you a source of meat instead of hunting a squirrel at the other side of the map.

Thats it for this post, was thinking about these things for 30 min straight.
#55
General Discussion / Re: Any pro tips?
June 12, 2015, 04:49:02 PM
Kill raiders before they kill you
Get your colonists as tanky as possible, it'll slow em down but what do you rather have?
Get your colonists binonical, they'll be less likely to bleed when a limb is hit, unless they are shot off
Use traps all around your base, you never know, sometimes a 3 year old trap can save your life
If you like use mods that change weapons or add some things for battle (for example Haplo's miscelaneous mod (cant spell that word))
#56
General Discussion / Re: Performance
June 12, 2015, 04:42:44 PM
You got better stuff than me, I'm running on an 7 year old laptop and I play the second to last map size always, I barely have lag.
#57
Releases / Re: [MOD] (Alpha 10) Glitter Tech v1.0
June 12, 2015, 04:33:47 PM
Got attacked by a squad, THEY ARE SO DAMN HARD! They punched through 3 shields in less than 30 seconds. The shields had a total value of 10255 total, combined.

I will include a pic when I figure out how.

[attachment deleted due to age]
#58
Ideas / Re: Fortified Walls
June 12, 2015, 08:08:08 AM
Walls with turrets build-in, turrets can only angle 80 degrees to the left and right.
#59
There is a mod for switches which are timed and movement triggered, check the mods section for the mod called powerswitch.
#60
I love the Hildegarde storyteller, especially on Extreme difficulty