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 - steveuk

#1
I have only just bought the Ideology dlc and tried a new start with a female supremacist society. All the slaves are men and female prisoners are recruited while male prisoners get executed in time. The problem is my High Priestess (leader) is going to marry one of the slaves while my second in command is a lover of one of the prisoners :(  Talk about spoiling immersion.

I hope this can get fixed and was wondering if anyone else has had an issue like this?
#2
This guy plays a lot of Rimworld and is currently playing Alpha 13. I highly recommend his videos.

https://www.youtube.com/user/Blitzkriegsler
#3
General Discussion / Re: Personal shields?
March 04, 2015, 07:20:14 AM
Quote from: Coenmcj on March 03, 2015, 10:11:54 PM
Steveuk, Try going into \Mods\Core\Defs\ThingDefs\Apparel_Shield.xml
And tweaking the marketvalue tag really high, and the commonality to 0?
I'm no modder, but XML is supposed to be brilliantly easy to understand, so that'll probably do it.
Thanks for the helpful response Coenmcj. I had already changed the commonality to 0 and await the first raid to see if that works.

Teague: Calling forum members selfish for asking for a game mechanic to be optional will not make you many friends as there are a number of like requests. You are obviously happy with the way the game plays at the moment, good for you. How dare someone try to rock the boat. Is that not in itself, a selfish attitude?
#4
General Discussion / Re: Personal shields?
March 03, 2015, 05:45:38 PM
Any chance that the use of shields could be optional at game start? I personally do not like melee combat as I'm not keen on ultra micro managing combat situations. Either that or at least limit them to brawler class. I recently had a raiding party of which 75% had these shields. I lost 3 colonist due to friendly fire because they could not move fast enough to escape.

I do not use kill boxes, I like to play an open colony style. I limit myself to 4 turrets and never use thermo power. I also use the zombie mod as I like a challenge, but these shields are ruining the game for my style of play. So please Tynan, make shields an option.
#5
Hi Justin,

Thanks for updating your mod but I seem to have an issue? My colony has survived 266 days and up till now, the zombie virus has not gone airborne. What are the chances?

Update: Virus went airborne day 271 :)
#6
General Discussion / Re: Crematorium (one only)?
November 10, 2014, 08:33:56 AM
No, I shall try that right away thanks.

I'm such an idiot :( I'm using the Zombie Apocalypse mod and forgot to set the second crematorium to cremate zombies! Thanks anyway but problem now sorted.
#7
General Discussion / Crematorium (one only)?
November 10, 2014, 07:21:46 AM
Hi

Is there any way to enable the use of more than one crematorium? I have tried building adjacent, in separate buildings etc but the colonist's only use the first built. I have dead bodies everywhere and one crematorium is not enough.

Any help on this issue would be most appreciated.
#8
Project Zomboid is fantastic and along with Rimworld, they are two of my favourite games. As for the airborne virus. There is nothing to fear. The dead will re-animate but once killed, remain dead  ;D
Make sure you research stone cutting and cremation as priorities and you should have no problems. I play on serious challenge level and have yet to lose a colony by zombification alone. I would also suggest slowing the zombies down a bit (Romero style). I normally make them slower but have many more of them to contend with so it suits my idea of a zombie holocaust.
#9
Hi Justin, your mod was the only one I had installed. Unfortunately, I have no save as I started another game without ZA.
#10
I am having the same issue of colonist's and turrets not attacking zombies. The zombie's names are in blue, not the usual red?
#12
Quote from: Morrigi on June 13, 2014, 02:15:39 PM
The only real problem I have with this mod is that it doesn't play nicely with any of the others. At the same time, almost all of the other mods do work properly with each other, and offer many things that this one doesn't.
I suppose it depends what you want from a mod. For me, I love it. You start with absolutely nothing and surviving becomes a real test against the elements. I also use the Zombie apocalypse mod and the two combined give me the most satisfying difficult gameplay. The one occasion I reached 100+ days, was a real accomplishment and I managed it without building any turrets.
The majority of other mods just seem to make gameplay easier rather than enhance the experience. But to each their own I suppose.
#13
Mods / Re: Rimworld Prototype Feature - Oxygen
June 13, 2014, 11:47:02 AM
I'm quite new to Rimworld so I'm not sure on the long term plan.

I would like to see some added complexity and this could be brought about by having different planet types. Maybe a 1 in 3 chance of landing on a world without oxygen, radiated or maybe containing carnivorous creatures/plants etc.

The scope of Rimworld is only limited by the producers vision. Having different environments would make the games replay  value limitless and become a whole new challenge every time.
#14
Quote from: Justin C on June 09, 2014, 07:03:15 PM
Is anyone else having issues getting zombies to spawn? I haven't done a playthrough with Alpha 4F yet but I don't see why it should all of a sudden stop working.

EDIT: One thing I just thought of that might affect it is having mods that add more random events to the game. That could reduce the chances of the zombie raids happening.

Zombies appearing in my game ok. I was not using any mods though.

NephilimNexus: As the Walking Dead zombie is largely based upon George A. Romero's concept of what a zombie is. I think you can safely say that once you are bitten, you will die and then return as the walking dead. Unless of course the bite is on a limb which is then quickly amputated. But even then, the chance of survival is slim.
The fever is brought about by the viral infection and there is no cure.
#15
Quote from: Ugo on June 08, 2014, 06:26:00 PM
Hi,

I am using TTM 2.3.3 and TTM Custom Events 1.1.
I am on Day 35 and I have yet to see a much needed trader ship. Is this normal? Could it be because of a conflict between TTM and Custom Events?
I tried turning off Custom Events, but then my saved game did not load.

Did anyone else experience this problem?

I know the trade ships are working ok with just TTM. I have not tried with Custom Events though.