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Messages - TheAzn123

#1
Releases / Re: [1.0] A RimWorld of Magic
January 15, 2019, 04:14:19 AM
Alright. I figured out a solution. If you were to have the blood magic trait before taking the vampirism potion (either one), you will lose the ability to level up your skills after taking the potion. So it is better if you take the potion, then learn the trait.
#2
Releases / Re: [1.0] A RimWorld of Magic
January 15, 2019, 04:04:10 AM
Hello! When will you update the main page release notes! I'm excited to try out the new updates, but getting a sense on what new classes are there and what they do will help me decide on which one I want to focus on. (Currently using blood mage.) On a side note, does that class/this mod have incompatibility issues with RimMagic Ascendant Vampires? Because I have both mods on right now and the blood mage is currently missing a mana bar or a blood bar. I'm not sure if that is intentional or not as the magic tab is blank unless I turn on god mod which is rather odd. Thank you for your hard work!
#3
Releases / Re: [1.0] Misc. Robots++
October 24, 2018, 10:42:22 PM
I have roughly 80 mods. The Misc Robots ++ and its part are eight spaces away from core and the androids mod is five spaces away from the Misc Robots++. In between Core and Misc Robots is Hugslib, Jecstools, Rimworld of magic, Humanoid Alien Races 2.0, Mod Switch, EDB prepare carefully. IN between Misc Robots ++ and Androids is hospitality, Rah's bionics and surgery expansion, Advanced jaw for Rah's bionics, and [CP] Detailed body textures II.

The Robots have the need for energy at the start: both after researching androids and before. It appears that every pawn has the energy need, including animals, but it does not decrease. The version is B19
#4
Releases / Re: [1.0] Misc. Robots++
October 20, 2018, 04:38:36 AM
I don't know if you're allowed to post links or not but
https://ludeon.com/forums/index.php?topic=35663.0
'Androids - The ultimate manpower solution'
It adds a new need called energy, and it adds it to the robots. The problem is that they can't replenish the need for energy and when it hits 0, the droid dies.
#5
Releases / Re: [1.0] A RimWorld of Magic
October 20, 2018, 02:38:47 AM
@Jan2607
Nope! But you can use god mode to remove the trait and reset ability powers.
If you want to delete a certain spell you have to edit the save file and find the spell under your colonist info (usually at the end, just control+f you're colonist name and you should be able to find it.)
#6
Releases / Re: [B19] A RimWorld of Magic
October 18, 2018, 02:16:01 AM
Ah, thank you very much for the response. I've gotten new ideas on how to play geomancer now. 'Designated Meteor spots' near key points, I should also make some room for stockpiles of rock around my base and use the meteor aftermath to get more stones. Same with the designated Meteor spots, I can have the caster cast encase at the end of a choke point causing a fairly sized portion of raiders that enter my base to be slaughtered by sentinels, elementals, and some turrets. I've got to experiment with sprites now that I know their function (especially the fertile part.)

I kinda suck at the game (at times I just let it run, and don't really pursue massive changes. Kinda like watching a small autonomous village function and go through adversaries from time to time on it's own.) so I haven't been able to get to enchantments and such, so I can't really say much about it other than I'm excited!
#7
Releases / Re: [B19] A RimWorld of Magic
October 18, 2018, 01:05:09 AM
Thank you for replying to my last message!

I've played with most of the classes before and I find geomancer kind of lacking compared to the other classes. It doesn't have attacking capability as the meteor is, at times, slow to cast and fall on impact while the earthen hammer is inaccurate and barely does any damage. Not to mention that these two spells take quite a lot of mana and have really long cooldowns. I can understand why the meteor has a long cooldown, due to the precious ores it can drop, but the earthen hammer being it's only real attacking capability at a 120-second cooldown rate makes it hard to choose geomancer for other classes.   t's defensive capabilities are rather poor as encase is easy to escape from due to them mining out (Especially with mechanoids) as well as ruining synergy as you can't cast spells in areas that you can't see. (For ex: Casting encase then meteor for a guaranteed hit, but I would need to blink into the encasement for that to happen which would end up killing my caster.) Sentinels is my favorite spell of the class. Having sentries that can protect storages, prison areas, and edges of your base is cool. I have no complaints about the skill other than the hard limit of five. Maybe a skill that would increase this limit? I scarcely use earth sprites so I don't use them (Also because I don't know how to. How do you?) Lastly, Stoneskin is heavy on its mana maintenance making it hard to use other spells. This is only a small complaint of mine as it is a powerful spell that can negate any damage regardless of how high it is. Though, I still prefer mana shield of the skill. Overall, I don't really see why anyone would choose geomancer over any other class due to its poor offensive and defensive capabilities as well as it's high mana cost and cooldown.  The aesthetics of the class and the overall idea is powerful and amazing, I just feel that it has a higher potential and power than is shown.
#8
Releases / Re: [B19] A RimWorld of Magic
October 16, 2018, 08:35:23 PM
Will there be a way to resign a trait/class for a new one?

Also, will there be a possibility that two classes can work at the same time but using different panels. Like a panel for an ice mage and, another for a lightning mage. Though there's the issue of it being too overpowered and difficult to implement, it would be neat if it was implemented.

Finally, was it your intention that a colonist/pawn can have two different classes at the same time (one magic, one physical.) Using the dev option, I added a magic and physical trait to a colonist and it worked perfectly with no issues. (If this was the case and was mentioned, I apologize. I have not read the update changes through as I recently re-downloaded rimworld.)

Thanks for your hard work.
#9
Releases / Re: [B19] Misc. Robots++
October 15, 2018, 12:23:21 AM
I've never had this problem before until now. The mod conflicts with the android mod causing the bots to take on the needs of androids causing it to die due to it running out of 'energy' the androids needs.
#10
Releases / Re: [B19] A RimWorld of Magic
October 13, 2018, 01:00:37 PM
Canute, O, do you happen to have the link to the b19, I downloaded the XXL from github and it says it's the wrong version, which I assume may be the problem. Sorry for the trouble and thank you for the clarification!

Edit: I seem to have found the problem. It's another mod I have called [super soil]. I think I know the solution??? Thanks again!
#11
Releases / Re: [B19] A RimWorld of Magic
October 13, 2018, 04:42:02 AM
Hello! Is there any way that Rimworld of Magic can be compatible with XXL Stack? From the logs I've read, I think the incompatibility lies with the items that aren't stackable in the mod which causes an error in XXL stack. Thank you for all your hard work! Love the mod.
#12
Releases / ~
June 19, 2018, 07:53:57 PM
Quote from: Sigan on June 19, 2018, 05:58:42 AM
I found a slight bug.

A Priest attempting to use Advanced Heal, or Purify, on an animal will get stuck forever.

If you can't reproduce this bug in your version, please tell me. I've modified some stuff in my game - all over the place, in the laziest of ways - and so it could be just me. I believe it's not me, but I'd like some feedback from someone else in the community if possible. Thanks!

If you press the ~ it should give you a log of errors and other things. Maybe you can use that to figure out the problem/bug
#13
Releases / Re: [B18] A RimWorld of Magic
June 18, 2018, 04:56:25 PM
@SirDarin @Torann
Thank you very much!
#14
Releases / Re: [B18] A RimWorld of Magic
June 17, 2018, 02:57:44 PM
Quote from: Toketsu on June 17, 2018, 07:48:41 AM
Quote from: Canute on June 17, 2018, 01:13:10 AM
TheAzn123, you know animal's can't do all these task's like a necro zombie could do  ?
If you just look for hauler/cleaner you should look for a summoner.
Considering that it's for roleplay reasons, i guess summoned creatures won't do for him.

Edit: Torann, is there any possible reason for the new classes to give out massive lag? Started a new game with both classes, it's lagging like hell. None of my other saved games are lagging, and the only difference is that they don't have the new classes.

It's more of, I don't really want resurrected humans to take up colonist slots in the colony. I'm fine if they can't research, Smith, arts, etc. Since their pretty much zombies, where do they get the intelligence to do that? Unless magic has some sort of role to play in it. If it's not possible then I guess I could just do specific resurrections
#15
Releases / Re: [B18] A RimWorld of Magic
June 16, 2018, 10:43:09 PM
Hello! Big fan of the mod. For Necromancer, is it possible for resurrected humanoid pawns (ones that become colonist when they join you) to be animals rather than colonists? It's for role-playing purposes! Thank you very much.