Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Greed_GorAshaar

#1
Can you make your mod compatible with facial stuff?
#2
Releases / Re: [1.0] Level Up! 1.0.1
April 05, 2019, 02:53:21 PM
sure i get it ;) its just an idea
#3
Releases / Re: [1.0] Level Up! 1.0.1
April 05, 2019, 02:32:10 PM
hey, what about unlock skill cap? u can change skill max level from 20 to X where X u can set by yourself
#4
Kiame thanks for your job, but i find some issue with mods, like faction control and configurable maps. By switching mods on and off, I verified that it is the above-mentioned ones that cause trouble. The problem lies in the drop in fps and performance even on the 64 bit version. Therefore I have a hot request for the original author of mods to take a look at the code. dburgdorf im rly glad u are back.
#5
can u add lemonade to drug list for order ur colonist to drink it every day ?
#6
Outdated / Re: [B18] Harrowed Light - 1.4
January 08, 2018, 02:05:45 PM
can u make a version without guns ?
#7
This is one of my favorite modifications please update. I'm not even talking about adding new content.
Fingers crossed.
#8
General Discussion / Re: Best and worst skills in A16
February 11, 2017, 05:03:46 AM
Melee -  combat is not just striking, hits or cuts, the practice also teaches to avoid attacks, overthrowing opponent to the ground or knockout. Rework melee in my opinion is necessary. Melee combat should include a function in which during a fight, you can mark enemies to overthrow instead of just killing. Additionally, the increased chance to dodge grow along with fighting skills. Personally in my life, I trained martial arts, also participated in the reconstructions of medieval history and larp tournaments. Fight teaches much more.

Growing - another issue, which is unreal in their rights, I will use examples from life because each of us is able to observe them. My grandmother has a garden where planted vegetables and fruits, it also has fruit trees and various shrubs (maybe healing). Skill my grandmother is very high, but it has no effect upon the durability of plants to temperature, this property is individual plants regardless of the technique of planting, the thing that can change the time and size of fruit or vegetables, proper planting, prepare the soil, has a large influence on the course and effect. Conclusion greater skill = higher harvest in less time. The speed of collecting the same. I'm thinking of greenhouses but the game would become too easy.

Mining - mastery not only makes doing something more efficiently. Mining that digging, burrowing, chipped, there are many methods, depending on your needs. Also needed are different. If drilling mountains and we want to make the railway crossing it depends on us time to get it done as quickly as possible, so we choose the method to quickly dig. When ore interest us, we must change the method, time becomes less important issue. We want to extract as much as possible. Digging as process can make part of the required material be wasted. So again digging as the process is different for minerals, metals, salts, coal, rock. The physical properties are different so as not to destroy and extract have to do it differently. Unless that it was destruction is the goal. Conclusion If we dig iron that time of digging is the same but the amount of ore is higher. While digging in the rock to to break through is made faster.

Crafting - suggest simply split on his sub-discipline as suggested someone before me

Research - a skill that is based on the understanding of the operation of technological solutions in all fields. From easy to extremely complex. Arises from the fact that the person who is doing it improves their understanding of the operation of natural laws of logic, physics, and many others. What can you do with this knowledge? Here range of possibilities is very high. Researcher can become an innovator, a person who improves the already existing elements of the environment. This is just an example, but it should give food for thought. Currently, after the discovery of technology becomes useless.

as usual, sorry for rusty English
#9
Outdated / Re: [A16]Better Terrain
February 07, 2017, 01:59:54 PM
I propose to add modifications to the platform steam, the thing is that the introduction of the next patchs, make the mod itself will overwrite instead of downloading the manual next versions.
#10
Ideas / Re: Reputation
October 31, 2016, 05:38:41 PM
good to know that there are people who in this case think alike, it means something
#11
Ideas / Reputation
October 30, 2016, 08:25:10 PM
I spent many hours in rimworld, played in various adventures, as a tribe, as castaways. But I find missing element which is the reputation of their deposits in the eyes of other communities, and reaching for the consequences. For example, our village refutes the attacks as a result on the battlefield remain wounded faction that attacked us, hence we have the freedom to interact with the survivors, we can cure them and release, which improves our relationship, but there are factions that have in the proverbial ass. In my village, I had different methods of dealing with the "hostages" murdered them, I sent out, I ignored (I gave them to die on the battlefield), recently started to cut their eyes and blinded release. Which in turn should discourage even the most determined opponents. The relationship with them can be negative but they may not want to attack us now, sooner avoid. On the fractions should be "zipper" that includes our reputation with a faction, determined based on the number of iterations of our settlers with the guests, merchant caravans, invaders. After adding a number of changes introduced by the modifications Hospitality interaction between factional able to gain a completely new face.

In the future, all this mechanism could have to evolve along with the game, assuming that the future is our settlers will be able to attack on the villages, on the basis of reputation will be able to force the enemy into subjection, to force to pay tribute in exchange for compromise any.

please share your thoughts

and as usual, sorry for the rusty English.
#12
Ideas / Tribes technology ideas
July 21, 2016, 10:31:28 AM
As a man who appreciate realism in games and game rimworld, which I personally watch on youtube through the players, I have a few ideas for additional items, structures and technologies involving specific historical era, which is a reference to the tribes themselves.

For example, people from the Stone Age as the name suggests performed tools, such as. Ax, hitting a stone with a stone to get a form suitable for cutting wood, the following fragment of rock was given to the stick or it be provided to give a makeshift ax ... so why not start the research process of primary processing of stone and give you at the beginning of one ax stolen from the abandoned tribe.

The ancients did not build whole walls of wood, often huts of sticks and plaits. So all the wooden walls are a little too rapid design, the walls appeared as progress is understandable, but it certainly will not be anything of what started the construction of houses.

Early humans instead of leather wearing fur and bones. Possibility pelting is also progress.

As a creator, I created several custom characters to play Don't Starve Together, so if interested in my idea, I can do graphic elements mentioned. Stone Age is just an example, which I wanted to see if you are at all interested in the subject. I have many ideas, which I gladly share.

sorry for my English, I do not use it too often.