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Messages - AtonicX

#1
Mods / Re: [Mod Request] Vassals/Fiefs/Puppet States
December 03, 2019, 11:25:54 PM
It's ALMOST HARVESTING SEASON- I mean, great idea! Would love a way to "democratically" conquer the world. Maybe perhaps you could make it so that each settlement has a relation to you, so if you got one up high enough they could desert your faction, and petition to come under your rule, and in doing so you become responsible for sending aid if they're raided, and/or defending their base if you're nearby.
#2
Mods / [Mod Idea] Ancient Structure Control Centers?
November 07, 2019, 05:05:08 PM
So, I've been thinking...

Around every planet on the Rim, there are weather control satellites, planetary grade psychic drone/soothe stations, bombardment and power beam satellites, but... why can't you find any of their planetary control stations? Surely they would have some sort of planetary station to control them from? And where are the giant power collection discs (I know these added by Power++)?

With this mod, you'd get quests to find these stations! Perhaps even take them over, too!

Would you take over a Psychic Station, and broadcast good vibes across the planet, or use it for psychic warfare to make entire rival colonies burn themselves to the ground?

Would you take over a weather station, and make clear skies forever, or would you form destructive tornadoes that cross the map, destroying entire settlements?

Would you force your way into a power collection station, and use it for infinite power? Or would you carve your initials into the world with it's powerful beam?
#3
Mods / [Mod Idea] Anti-Orbital Railgun
November 07, 2019, 04:53:51 PM
So I've been thinking...

What if there was a way to rob Orbital Traders? Not in your traditional way, but with an extremely large and extremely powerful railgun?

The Railgun:
A humongous railgun, the size of a medium building, outfitted with numerous control panels and insanely large capacitors. This railgun is made for shooting trade ships out of orbit, sending chunks of their ship and their various goodies down onto the planet. It can also shoot extremely long range shots across the planet's surface, with scary accuracy.

The functions:
a. Orbital Trader Removal: The Railgun, once fully charged and loaded with ammo, can fire into space, attempting to take down any nearby Orbital Trade Ships. A successful shot will result in a shower of small ship chunks, and 1 or 2 large ship chunks containing the loot of the ship, revealing it when destroyed... but be careful, the crew of the ship may have hidden in them during the crash! Shooting down too many ships could attract some unwanted attention from Space Marines, though, so be careful...

b. Planetary Bombardment: With a homemade radio beacon, and a little luck, your railgun can act like a super mortar, calling down numerous shots on an enemy's base from afar! Be careful though, having someone not fit to man the Railgun could cause it to be inaccurate, or even cause it to malfunction.

The requirements: (These are just what I would think to be fair)
Constuction of the Railgun (5x10 tiles):
1500 Steel
250 Plasteel
50 Uranium
25 Components
10 Advanced Components

Construction of a single round for the railgun:
5 Uranium
5 Plasteel
90 Steel

Power Required:
The building would act like a power sponge when turned on, slowly collecting power and not discharging any until it reaches 12000 watts, at which point it could fire once, discharging all that energy.

Possible cons to having a Railgun:
Space Marine Raids
Orbital Bombardment from trading ships if you miss
Jealous Pirates
#5
Releases / Re: [1.0] Nyaron (Catgirl race)
October 23, 2019, 10:19:44 PM
""""""""""""""Luxury Companions"""""""""""""
Other than that, it looks okay so far. Chance to add balls of yarn as a melee weapon that's super effective against them? Oooh, how about laser pointers?
#6
Mods / Re: [Mod Request/Idea] Unlimited Skill Caps
October 23, 2019, 10:17:31 PM
Quote from: RawCode on October 17, 2019, 08:58:52 AM
you won't feel sense of pride and accomplishment if all items are legendary or legendary items are routinely produced...

also you will get severe butthurt when raider with 90 shooting spawn as part of raid and pew pew all your colonists.

Well, yeah, but like I said, it's meant to sound overpowered.

Also think about it this way: Instead of 200 Level 20 shooters arriving on a 17 year long campaign, only 20 level 200 shooters would arrive, or possibly even less than that. Super high level pawns would only begin to spawn when you're at an insane colony wealth.

Quote from: diner on October 19, 2019, 03:01:44 AM
Some additional thoughts...

- what if you could only go over 20 for one skill per pawn.. sort of a specialist and you could only have so many specialist in your camp.
- what if a 'specialist' could then train other pawns and give some of their skill to very low skilled pawns.. aka a mentor type pawn


Very good ideas here, the second one is already a mod, though! (Linked below.) In my opinion, the limit of only having one 20+ skill would cut off some of the fun of what a mod of this capability could be. If I want to get all of my pawns to have level 69 in each skill, so be it, it'll just take me a long time to reach that point.

Colony Leadership: https://steamcommunity.com/sharedfiles/filedetails/?id=1565942758
There isn't a Ludeon Post (that I know of) for this mod, but you can always download it through a website, like: http://steamworkshop.download/
#7
The square root of 48841 (221, for those not mathematically inclined, or those who cannot pick up on context clues).
#8
Mods / Re: Kenshi animals in RimWorld
October 22, 2019, 10:25:32 PM
B E E P  L O C A T E D
#9
Following your logic, perhaps breaking another would give you 208 bones? Oh, the possibilities are endless!
#10
Mods / [Mod Request/Idea] Unlimited Skill Caps
October 14, 2019, 07:06:02 PM
So, I've been thinking... (and yes, it has been a while.)

What if 20 wasn't the max limit for your pawns' skills? What would that mean? Would level 50 crafters create legendary items in the blink of an eye? Would level 50 shooters headshot an enemy from halfway across the map? Would level 50 cooks be able to make a meal out of a single grain of rice? Oh, the possibilities are endless!

But, how would that work, exactly? Well, I thought of 2 ways that "unlimited skill caps" would work.

1. Endless Leveling

This way would remove the cap for leveling your pawns' skills (or just raise it to an extremely high amount). After reaching level 20, the amount of XP needed to progress between levels would exponentially grow, and the percentage increase from leveling after level 20 would exponentially fall, as you really can only get so experienced in doing something, no matter how good you are at it.

2. Prestige, and the likes.

An alternative to the Endless Leveling system above would be a Prestige system. Your pawn maxes out their skill at level 20, and then you have the option to reset it to 0 (or something low like 2, or 3), for a hard, permanent increase in their abilities. Shooters get a shooting speed and accuracy boost, Builders get a building speed and quality boost, etc.

I know that this all sounds a bit overpowered, but that's what it's meant to be.
#11
I also thought about another mod a while back to make research less... tedious. Here's the link.
https://ludeon.com/forums/index.php?topic=48680.msg458222#msg458222
#12
So, I've been thinking... I've posted alot of Mod Ideas and Mod Requests, but they're so spread out by now you won't see them anymore, so I'm gonna repost some of them here, updated and rethought, as most of my ideas come out of my head at far past midnight.

1. Floors, Floors, and Floors.
a. Infestation-Proof Floors: Thick Concrete Floors with a special Plasteel-Rebar layer to prevent insects from digging up through the floor. 15 Steel, 5 Plasteel per tile.
b. Heated Floors: Heated, Decorative floors that heat the room they're in very weakly, per tile. These floors would be connected to a thermostat/controller, and be quite expensive and beautiful. 7 (stuff) and 1 Steel per tile, 3 components and 25 steel for the controller.
c. Homemade Smoothed Stone: Buried stone chunks, smoothed to look like a smoothed solid stone floor. Great for those who like having nice, clean floors, or have too many chunks than they know what to do with. 1 stone chunk per tile.
d. A Ditch: A ditch in the ground, great for slowing down raiders without giving them any cover. Costs nothing.

2. Walls, and the sorts.
a. Anti-Sapper Walls: Expensive, resilient walls, aimed to deter sappers from attacking said location. High health, with a resistance to melee attacks, and explosive damage. 50 steel, 50 plasteel, 5 uranium per wall.
b. Electric Fences: (Yes I know it's been done before, but not in a good way, I feel.) A wall that can be shot through, and if an enemy attacks said wall, it gives them burns on their body, and stuns them. 10 steel, 1 plasteel per wall.
c. Dirt Walls (With Packing): (Once again, I know it's a real thing, but it could be done much better.) A wall that costs nothing to build, and is initially very weak. After being built, the walls can be "packed" for an extra bit of health. The "packing" process can be repeated indefinitely, but requires more work every time. Dirt walls would also be extremely resilient to explosive damage, so you could pack your walls with it to make your walls take explosions like nothing.
d. Room Dividers: Thin, weak, inexpensive walls useful for sub-dividing a large open area. Made of a wood frame, and paper. Costs 2 wood per wall.

3. Defenses! Bang, Pew Pew!
a. Buried Chunks and Slag: Have a ton of steel slag hanging around your base after a drop-in raid? Bury that slag in some dirt out near your defenses, and enjoy some free, quickly made cover! Would also help in player-led attacks, as it would take nearly no time at all to construct these cover pieces, and would have cover near a sandbag's level of cover. Costs 1 chunk of some kind.
b. Faux Cover: Trick your enemies into thinking they're safe behind a chunk made of paper mache! Or sandbags full of air! Provides 1% cover. Costs 3 wood.
c. Gun Towers, etc: Not going to explain all of them here, I made a very detailed post about them here: https://ludeon.com/forums/index.php?topic=49006.msg460567#msg460567

I hope someone can draw inspiration from this, and bring some, or all, of these to light.
#13
Mods / Re: [Mod Request] Gun Towers! Sniper Towers!
June 20, 2019, 10:17:22 PM
For any modders wondering if this is possible, or not, it's possible! I dug through the Mortar's XML and found the string of code "<requireLineOfSight>false</requireLineOfSight>". If I understood a bit more about XML coding, and had the time, I would try to do this myself, but alas, I cannot.
#14
Mods / [Mod Request] Gun Towers! Sniper Towers!
June 20, 2019, 01:46:42 AM
So, I've been thinking...

Why isn't there a way to shoot over walls already? Add a "tower" that you can station a pawn in, this "tower" allows your pawn to shoot through walls, so no enemy can hide from your sniper's sight! I figure the simplest way to do this is have different variants of the "tower".

[1] Bow Tower
A tall tower, reaching high above your head. In the tower, there's a special, long range bow mounted up there.
1x Greatbow, 50x Steel, 75x Wood

[2] Ballista Tower
A tall tower, reaching high above your head. In the tower, there's a huge, slow firing, but extremely powerful ballista.
2x Components, 125x Steel, 100x Wood

[3] Machine-Gun Tower
A tall tower, reaching high above your head. In the tower, there's a mounted machine gun.
1x Assault Rifle, 100x Steel, 50x Wood

[4] Sniper Tower
A tall tower, reaching high above your head. In the tower, there's a heavy sniper rifle.
1x Sniper Rifle, 1x Component (used to make the rifle stronger), 100x Steel, 50x Wood

[5] Minigun Tower
A tall tower, reaching high above your head. In the tower, there's a mounted Minigun! It's much more accurate now that it's mounted.
1x Minigun, 150x Steel, 25x Wood

[6] Charge Lance Tower
A tall tower, reaching high above your head. In the tower, there's a Charge Lance, modified to shoot over an extremely long range.
1x Charge Lance, 2x Adv. Components, 200x Steel

The cost values are just a suggestion, as are the towers themselves. I figure it would be easier to make the tower into a turret that has to be manned, and make special variants of Vanilla guns that shoot over walls.

Edit:

The "towers" could also have a limited range of view, to keep them balanced. Like, 120 degrees, or even 90 degrees.
#15
Quote from: sma342 on May 05, 2019, 10:27:46 AM
interesting ideas, i think that i'll use some of them if ya don't mind ;)

Go ahead! These are just ideas I've spat out for people to make into mods! I haven't had the time to learn modding yet, so if you're looking into making these into a mod, go right on ahead. If you do make some of them, I must request the Anti-Infestation Flooring and the Dirt Walls stuff, I think those two are the best of my ideas.