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 - forsaken1111

#1
Quote from: keylocke on October 02, 2015, 06:18:00 PM

so ignore the "i have more posts than you do, ergo my 'opinion' has more weight" elitist comments.
???
I can only assume you didn't understand what I said.
#2
No worries. Now that I'm able to follow the link (and I see that you added more info, which is great!) I can say that it does look like an interesting game. What engine did you use?
#3
Don't misunderstand me, I'm not trying to be hostile or 'run you off'. Just stating my opinion.

I can't follow your link at this time since I'm behind some draconian net filters but will take a look later.
#4
Its less of touting your game, more of creating an account ONLY to tout your game. We get this a lot on bay12 as well. Its considered bad form to just jump in and drop an advertisement when you've never contributed to the community.

Kind of like walking in to someone else's event space to drop off a sign for your own event, then leaving.

You also didn't do any 'discussing'. You dropped a link and gave no information at all.
#5
This seems kind of tasteless imo
#6
Releases / Re: [A12d] Glitter Tech v1.0
September 30, 2015, 07:16:01 AM
After losing a few commando raids I eventually just made a long corridor full of traps and made an avoid zone around it for my colonists. My 2 sharpshooters sit at the end with sniper rifles. Now I get regular deliveries of weapons and armor*, and the occasional prisoner full of augmentations and organs.
#7
Quote from: Loki88 on September 23, 2015, 01:26:29 PM
There's a way through steam to add non steam titles into the library.
This in no way answered the OP's question.

But I would assume that you will be able to get a steam key once it's released to steam. That is what most studios seem to do.
#8
General Discussion / Re: RimWorld change log
September 23, 2015, 03:37:39 PM
Quote from: Kelian on September 23, 2015, 01:45:53 PM
Six months is too long. Three months I can live with but rimworld won't be getting updates for SIX months?! It is the end times...
I swapped back to KSP for a while. Been too long.

Also lots of good games coming out soon...
#9
General Discussion / Re: RimWorld source code
September 22, 2015, 01:22:52 PM
Well a good start would be to start modding. You can even dig into the 'core' mod shipped with the game as it contains most of the defining features of the game.
#10
General Discussion / Re: RimWorld source code
September 22, 2015, 10:43:53 AM
So long as nothing was copied wholesale I don't think it would be much of a problem. Space Engineers is doing exactly this, even allowing fans to drop pull requests on Git to help them complete features and fix bugs. I'd love to take a look at it as well.
#11
Releases / Re: [A12d] Glitter Tech v1.0
September 20, 2015, 07:55:43 PM
Quote from: Sam_ on September 20, 2015, 03:07:44 AMI have also started working on balance issues, mainly the way around not changing commandos but balancing them, is giving you LOTS of pawns to fight with.
Do I sense combat drones in the near future?

Honestly with some good (but expensive) turrets and combat drones I wouldn't mind the commandos at all.

If those drones have a fullly repairable nature (aka you can do 'surgery' to repair damaged bits) and upgradable parts, even better!
#12
Releases / Re: [A12d] Glitter Tech v1.0
September 19, 2015, 07:35:13 AM
Quote from: NihilRex on September 18, 2015, 07:16:23 PM
New complaint, not your fault -

I wish I could pull the GT implants off of these corpses... I only got 3 prisoners from a large raid, and almost everyone had at least one GT part...
Pulling implants out of corpses has been a popular feature request for a while now, and one which Tynan has generally said no to officially because of "game balance"
#13
Mods / Re: [Overhaul Idea] Playing on the Ship.
September 19, 2015, 07:33:28 AM
Quote from: Cardbo on September 18, 2015, 10:30:34 PM
Also exists here.
Isn't this that game which was developed to a pre-alpha state and then abandoned as 'done'?
#14
Mods / Re: [Overhaul Idea] Playing on the Ship.
September 15, 2015, 04:08:16 PM
It might work. Layering some heavy cold weather gear might allow the crew to build heating elements in newly opened rooms to get them to a usable temperature.
#15
Mods / Re: [Overhaul Idea] Playing on the Ship.
September 15, 2015, 02:35:45 PM
It would take a lot of work but its possible in theory. You'd need some kind of atmospheric pressure tracking similar to the zone system that tracks temperature, you'd need new events, you'd need to model the effects of exposure to vacuum in the wound system...