Thanks Kulver.
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#2
Outdated / Re: [Mod] (Alpha 7) Machine Gun Nests
November 22, 2014, 01:10:32 AM
Can't download: an "Attachment Not Found" error. Would this be something on my end?
#3
Outdated / Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
November 21, 2014, 05:23:54 PM
Been a while since I logged on and it's nice to see you've been keeping up with the updates! Crematoriums used to be for saving space, now it means survival!
#4
Outdated / Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
June 20, 2014, 04:12:41 PM
WTF! A pack of wild dogs (5 Sheps) came out of nowhere and mauled poor, poor Beatrice to death on her front yard and ate her in front of passersby, and ran off. It was pretty funny at first in a messed up sorta way, but now, I'm kinda afraid to use this mod, there's no notification of such an event so it's impossible to prepare for it. But, you should set this as a raid notification and function with it's own points. The note would say something like: "A pack of feral dogs are headed in your direction!" or "A pack of starved wolves are coming your way!" This would be a cool and challenging twist to this mod. If you do decide to do this, should make it a separate download. Your doing great!
#5
Outdated / Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
June 03, 2014, 12:15:21 PM
It doesn't show up in the Mods list for me...
#6
Outdated / Re: [Mod/Overhaul](Alpha3F)TechTreeMinami v2.1 [OIL,New FOOD,Upgrades,Balance]
June 01, 2014, 12:23:23 PM
I'm not using adfly or anything that requires me to download "software". I had an earlier version and loved it but I can wait.
#7
Outdated / Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - Updated 05/18/14
May 26, 2014, 02:59:10 PMQuote from: Austupaio on May 24, 2014, 11:17:59 PMAn assault rifle, I think it's called Kraken (I haven't played it in awhile) and a machine-pistol, Dex Furis
Feasibly, I don't play it a ton though so I'm not overly familiar with most of the firearms. Did you have anything specific you wanted?
[Edit]The assault rifle is called Karak, Kraken is a heavy pistol
If anything you NEED to add the Cernos. I stress this cause there's alot of guns being added by other mods but I haven't seen a bow added yet. ( IDK how to post images )
#8
Outdated / Re: [MOD] (Alpha 3F) Liandri Corp 1.3 - Updated 05/18/14
May 24, 2014, 10:39:28 PM
I noticed Warframe, any plans to expand with more guns from them?
#9
Mods / Re: [Request] Melee Weapons maybe?
May 24, 2014, 01:38:31 PM
Is it possible to add knockback?
#10
Outdated / Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.3 - May 23)
May 23, 2014, 09:29:32 PMQuote from: spatula on May 23, 2014, 08:23:26 PM
awesome dude. good points as well.
things that might balance it:
- slower zombies, or slow/fast zombies? (ie. Night of the VS 28days zombies)
- environmental zombies like packs of muffalos or solo zeds, with really small fields of vision/detection that roam around (more permanent zombie threat, but avoidable)
- some zombie raids come out of the ground, like a reverse raider drop
- zombies eat the dead/incapped
- zombies should leave the map after running out of food, so you can hide and cower
- chainsaw?
- a "boss" zombie would be cool every once in a while
The roaming zombie idea and zombies popping up from the ground sounds cool, I wouldn't care for a "boss" tho...
#11
Mods / Re: [Request] Melee Weapons maybe?
May 23, 2014, 07:57:49 PMQuote from: Austupaio on May 23, 2014, 05:50:52 PMI have a feeling they will as well but the arsenal of them I expect to be small like the vanilla weapons, chances are (with the more creative modders anyway) they can throw something together that wouldn't be implemented by the devs. When they do finally add them in the game the mechanics and execution of it would be more proper......
This isn't a mod thing, this is a development thing. Tynan will, presumably, be adding melee weapons to the game at some point.
#12
Mods / [Request] Melee Weapons maybe?
May 23, 2014, 03:48:47 PM
I have experienced tribals bum-rushing my base only to stop three feet away from my colonists and start chucking rocks at them. I'd like to see tribals with wooden spears and hatchets, scavengers with daggers and swords and the stronger raiders with shock-batons and hydraulic-gauntlets (like the power fist from Fallout).
#14
Mods / Re: [Request] Colonist Modifier Mod
May 22, 2014, 11:38:46 AM
Careful with this subject, might mess with Ludeon's profits namely the Backstory In Game Pack which lets you do these things but is more expensive. But an option to customize size, clothing and hairstyle would be cool.
#15
Outdated / Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.2 - May 20)
May 21, 2014, 06:15:26 PMQuote from: Justin C on May 21, 2014, 01:49:36 AMQuote from: mrofa on May 21, 2014, 01:44:36 AMWell that is interesting.QuoteQuote
Thers some bug with names, i see alot of guys that pass by either named zombie or something (dead).
"Zombie" means the zombie was spawned as part of a wave. "Name (dead)" means they were a living NPC that was killed and then reanimated as a zombie. "* Name (dead)" means they were a colonist who was killed and then reanimated as a zombie. I did this because I figured some people, like myself, would find it interesting being able to easily keep track of where the zombies came from. With this you can easily tell that the wave that is currently overwhelming your base started out half its current size, and then grew when they slaughtered that group of travelers and added them to their ranks.
Well, I'm glad to see so many people are enjoying the mod. I'm at over 100 downloads after just under 24 hours, so that's encouraging. Keep the feedback coming!
I mean that normal visitor, not a enemy, just a guy from another fraction vermy much alive
There was one guy names Boomrat (dead)
Was that after a reload, or did he spawn with that name?
That was my issue, they spawn with it and even pops up in the pawn generator when making a new colony
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