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Messages - Nimbian

#1
Hey Rooki1 Great work!

Also I don't know if it was intentoinal but the Peacekeeper Storyteller description doesn't read right to me at least

"The rogue Federation Peacekeeper Corps commander, Sereniz have a mountain of painful stories because of her former jobs nature. In her story, characters usually faced their doom after writhe in the agony of endless pain. She loves these kinds of stories."

Might be better as:

"As a rogue Federation Peacekeeper Corps commander, Sereniz has a mountain of painful stories because of her former jobs nature. In her story, characters usually faced their doom after writhing in an agony of endless pain. She loves these kinds of stories."
#2
Wow, guys wow.

arguing about how much a pixilated image of a sifi/fantasy's game MOD slightly resembles another game's/real world Item is out right silly.

Should the modder's now have to put up disclaimers?

How about every mod here adding "Any resemblance to any real or fantasy persons, places or things are entirely coincidental!"

It is a Mod

About Weapons

and the Argument seems to be centered around wither or not it resembles some one elses work?
Well heres a Clue it Does.


Because a Rifle looks like a Rifle Because if it didn't it wouldn't be a Rifle now would it?

Why?
Wiki has this in the description of Rifle
"A rifle is a firearm designed to be fired from the shoulder" if it looked like any thing else we wouldn't look at the small little image on the screen and immediately think Rifle

It is a 100 x 100 pixel image. That is a mere 10000 pixels to tell us what the item is; and with a rifle which is a long-arm, cut that by half, so in 5000 pixels the creator of the image has to show us that it is a rifle in such a way that immediately informs the viewer that it is.

In Conclusion the Answer to wither or not Rooki1's mod Weapons resembles some other weapons form game/movies/books/real-world. YES THEY DO.
did Rooki1 base the looks on another game or real world object, Almost certainly very little is original when you have certain constraints IE must look identifiable as a rifle

my Question to you guys is this WHY is THIS important to YOU?
And WHY should it be important to ME?

You can agree with what I think/say or not, Heck you can even tell me so in PM or Here (thou I rather return the discussion to talking about Rimsenal and its mechanics), So far its been civil lets strive to keep it that way please.
#3
well Rooki1 is allowed to have a life past making mods for rimworld :) not matter how awesome those mods are... :)

That said I hope the storm get here soon :)
#4
Outdated / Re: [MOD](Alpha 9) Fortifications! (v3.0)
April 03, 2015, 07:00:35 PM
Quote from: apljee on April 03, 2015, 01:02:42 PM
Fortifications that look like that would make more sense looking as stone and wood rather wood and metal.

maybe but then Rimworld is and has always been about using available materials and if Headshot gets the Movement penalty based on the Material then it offers a trade off. Also historically Stone "Spikes" where primarily used as tank traps during the world Wars eras, using Concrete but even (Especially really) those used steel to reinforce them. Stone by itself lacks tensile strength, but has enormous compression resistance.

also looking into XML so far its still French to me! :)

So like French I can read it but lord help any one trying to understand what I write with it.


#5
Outdated / Re: [MOD](Alpha 9) Fortifications! (v2.0)
April 03, 2015, 01:24:52 AM
lol a spike strip!

I know so little about XML and C# programming and only generalities of Rimworld Modding, but If you do use the Stuff system then you should be able to have it auto assign Movement cost via a variable which in turn is based on market value of the material. then you would only need two Icons, one for when the Spikes are Wooden and the other when its Metallic?

one of these days I'll actually have to sit down and teach myself basic XML and C# so I can at least offer more meaning full advice.


Actually now that I think about it, if you could make it have two states powered and un-powered then you could have a pop-up spike strip that slows your enemies from getting too close to your base, but could turn it off when its time to "chase those darn kids" off your lawn.
#6
Outdated / Re: [MOD](Alpha 9) Fortifications! (v1.0)
April 01, 2015, 11:51:35 PM
Welcome to Moding Headshot!

Downloading now and I'll give it a shot tomorrow

although honestly wooden stakes should slow characters not stop them, (well depending how there set up but we already have wooden walls) and would likely be more useful that way anyway. In Medieval times wooden stakes were used to stop Calvary from charging. But a person could climb through it.

If you wanted to continue the theme thou you could make your Stakes out of "Stuff" so it could be made of Wood, or Metal



#7
Quote from: samjac0 on March 25, 2015, 02:00:33 PM
Hey Rooki,

With and without other mods, federation pawns seem to spawn from the ancient ship. They have the faction of "mechanoid hive." Is this meant to be? Is my install out of wack?


I can confirm that this happens in my game aswell
#8
Quote from: rdz1122 on March 21, 2015, 09:40:55 AM
I am sure you are getting many, many thanks and accolades for these great mods; let me add to that.

I have been using many mods since Alpha 4, and the Rimsenal mod packs are easily among the best.  I really enjoy the new faction, hairstyles and armor types; lots of variety, a little back-story and great, great looking models.

Not sure how it works, but maybe you'll get a nod from Tynan :)

or maybe even integrated into the main game some what
#9
Rimsenal is my favorite mod
and that it has been consistently updated is awesome

Hats of to you Rooki1