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Messages - Spleenling

#1
Have you considered some kind of large-scale shield generator? Something that blocks incoming ranged attacks by draining energy from the PPC network? I have seen other mod mod that do similar things to that but I think it would integrate nicely to this mod.
#2
What happened to the Graft Rejection side mod? That sounds interesting as I find this mod does tend to be quite powerful but all the re-balancing mods I have seen for this seem to achieve "Balance" by making everything cost more resources than it would to just buy them from traders.
#3
If you are going to add a dedicated Transport ship might I suggest an Assault Ship with more weapons but little room for cargo, like a Valkyrie or Thunderhawk, but more Rimworldy.
#4
Has anyone tested this with Rimsenal? I have been watching this Mod with interest but do not wish to install this if it is likely to break existing mods. If not how much XML work would be needed to adapt it?
#5
When I get back to Rimworld been having a break to play other games I will give this another shot with task manager open on one of my monitors (I have Three  :))
#6
Unfinished / Re: [A16/A17] [WIP] Warhammer 40k Corruption
September 29, 2017, 12:23:28 AM
The Pawn render patch seems to only be for A16, is this a problem if I use it anyway as the game seem to randomly crash when I do and I think it might be the game trying to use the Render patch when a faction that needs it visits and failing. I have not had the patience to do much in the way of testing so this might be the aforementioned memory problems, although if it is it is then it must be quite the Leak as I have 32GB RAM
#7
Quote from: SpaceDorf on September 26, 2017, 07:12:19 AM
When it's done :P

Sorry. I had to, I don't meant to troll you.

Did you have any luck with the turrets ? If not PM me,
I can send you the templates for that.

Yet to try was going to hold off messing with the mod files, as I had the feeling if I did I would look on the forums and find an update and have to do again, also I have Insomnia which makes coding something I'm only in the mood for once every week or two.
Quote from: TolSatha on September 28, 2017, 06:00:58 PM
Was bored and made this the other day, for anyone playing with Tiberium factions mod.

Brotherhood of Nod Carryall, based on the deprecated GDI Orca design.
No weapons but has a large cargo capacity and good range.





I initially did it in the original dark blue color, but it just didn't look very nice ingame, so I made it in lighter grey instead.
Installation same as described below OP - just copy the files into the proper OHU Mod folders. Tiberium factions mod not needed.

Feel free to tweak the stats and here's the .psd file if you want to improve on the graphics.
https://www.dropbox.com/s/cl4u49b1lau8qrr/Carryall.psd?dl=1

I feel like it should have maybe two bomb bays when those have been added. I remember the Orca being a bomber in C&C3 (Only one i've played)
#8
Any idea when bombing runs will be enabled?
#9
How difficult would it for me to add more ship turret types? I have several mods that turrets and was wondering how hard it would be to mount some of those? My XML skills are limited, I can reverse engineer other peoples code but writing new code is beyond me.
#10
Does this work with modded-in Guns?