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Messages - Mr.Cross

#631
Mods / Xenomorphs (Being worked on)
July 05, 2015, 10:47:49 PM
I've tried learning code (granted not very hard) to make a mod.
This mod being adding in Xenomorphs. I Would appreciate it if a modder, Who knows how to add hidden factions (Like the mechonoids), Make a mod like this. Having Face huggers, Drones, warriors and the occasional Matriarch.
I'm willing to help Locate any information about these aliens (most likely will get from google.) and will test the mod out before any public release.
If you do decide to take on this challenge, please let me know. So I can follow, and help in any way I can.

Ideas:
They be made as a hidden faction, Like the Mechs.
The Drones have a pack like mentality. (Moving and Attacking. Similar to the wargs, except they can use doors.)
They are able to Incapacitate and Steal a colonist to breed more xenomorphs.
Have Warriors try to lay waste to the colony. (They defend the Matriarch if one is on the map. Other wise they just lay waste to buildings, items, crops, and pawn.)
Have a matriarch who spawn facehuggers who will intern have a chance to place an egg inside a colonist. (will kill the colonist (possibly turn them into the butchered meat. for the wormling xenomorph.) and spawn a xenomorph wormling who will eat the dead colonist (and possible animals that happen to be around. And grow up to become a full sized Xenomorph.)
They would have a Resistance to bullets but a weakness to fire.

I understand that not all of this will be possible until A12 or just not even possible at all.

EDIT: If this isn't supposed to be here I will delete it, just let me know.
#632
Unfinished / Re: [WIP] Rimworld Forever
July 03, 2015, 08:31:58 PM
You know, This is what i've wanted to do when I bought and played rimworld, create a permanent base with death as the only "Get Out" option.
#633
Ideas / Re: worg improvments
June 30, 2015, 11:59:17 AM
Hello!
Yea, Imagine meeting your maker and having to explain why you died and what you were thinking at the time.... XD
#634
Help / Re: New factions
June 29, 2015, 11:37:48 PM
Maybe so. Thank you for that.

hmmm, I'm going to need to take a peek at the Wargs def too....
#635
Help / Re: New factions
June 29, 2015, 11:21:21 PM
Yes, I know that. But that's not what i'm getting at, If there is not a link anywhere on said (or any page) I'm at a loss. But now we are getting off track XD.

#636
Help / Re: New factions
June 29, 2015, 11:16:12 PM
I would, If I could figure out how to get to those attachments.
#637
Help / New factions
June 29, 2015, 10:57:02 PM
Hello, I'm wondering, as i'm unsure if the tutorials are out of date (i read that they were), on how one would go about making a faction/pawn type?

Also, I was wondering. How would one make a basic faction. I've been trying to figure things out for a bit now. I've been looking between the wiki's (maybe out dated wiki's) and some of the Zombie Apocalypse mod that and am thinking on how best to do this. I am not sure how to go about this, some help would be appreciated.

Also how exactly would one start? Just looking at the defs. I'm seeing a faction and a pawn. Advice would be Greatly Appreciated

And lastly, What would I use to make the .xml file? I've figured that out. How would the images of the thing you are making come in to play? is it the .dll that does that? or is it something else? Along with that were would you make, and place the pictures at?

#638
Help / Re: Mod-making Tutorials on the Wiki
June 29, 2015, 10:22:37 PM
Hello, I'm wondering, as i'm unsure if the tutorials are out of date (i read that they were), on how one would go about making a faction/pawn type?

Also, I was wondering. How would one make a basic faction. I've been trying to figure things out for a bit now. I've been looking between the wiki's (maybe out dated wiki's) and some of the Zombie Apocalypse mod that and am thinking on how best to do this. I am not sure how to go about this, some help would be appreciated.

Also how exactly would one start? Just looking at the defs. I'm seeing a faction and a pawn. Advice would be Greatly Appreciated

*Note: The reason why i'm trying to look off of the Zombie Apocalypse mod is because I hope to have my faction acting similar, and before you ask No it's not going to be a rip off of that mod. It's going to be "hopefully" something new.
#639
Ideas / Re: worg improvments
June 29, 2015, 09:07:53 PM
R.I.P Colonists that decided it'd be fun to pet the wargs.
#640
Ideas / Re: Dynamic Factions
June 29, 2015, 09:02:51 PM
That, my good sir, would be amazing.
#641
Ideas / Multiplayer
June 29, 2015, 07:32:39 PM
Look, I know what your thinking. Multiplayer? How would that be possible?

Well the way I see it is that if you have an internet connection, then you could have a created world. and both put down on that same world.

While it wouldn't be a traditional multiplayer game (like Runescape, COD, or other games.) It would still be a single player up until the point were your friend needs help, whether it be to repel an attack, resources, or people. Were you could either follow said colonists to micromanage. or just let them be the usual npc's that come around. The same could be said if you wanted a more dangerous enemy.

Thank you for taking the time to look at this suggestion.
#642
Ideas / History of Battles
June 28, 2015, 05:45:08 PM
I think it would be nice to see a more in depth description of what went down. As in I often view the History tab to check on how many little red dots I have.

It would be nice if you clicked on them (or hovered over them to see what happened. I.e. what faction came, Who in said faction came, Who died , who got kidnapped, who lost what, and who was incapacitated.

I figure This would be a nice Addition especially when your story is over, so you can see what happened when an what not. Even if these are just simple. Charlie of the 'so and so', and James of 'so and so' lost a leg. It would be nice to actually have a viewable history.

So please Creators of this wonderful game, Take this into consideration.
#643
Ideas / Re: Your Cheapest Ideas
June 28, 2015, 05:30:46 PM
Seeing as you got rid of the Fertilizer pump, It would be nice to have something to make those watery areas usable. Seeing as anybody who plays on a jungle map will have a hard time with marsh and what not.