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Messages - Ermantis

#1
Mods / [Request] Mortar
May 12, 2014, 05:22:54 AM
So, we need mortars. Shoots over roof-less walls. Explodes on impacts. Could use missiles and could use incendiary weapons.
Lights mortars could be moved and carried around but would slow down the carrier.
Heavy mortar would be like turrets, and need someone to use them.
And, of course, raiders would have them to.

Imagine the sieges... Just imagine...
Anyone up for it ?
#2
C'est compatible v3f, donc normalement, oui.
#3
General Discussion / Re: Moving forums to XenForo
May 07, 2014, 08:16:31 AM
Please, please, PLEASE, pretty please, don't make the futur forums font white on black : it KILLS my eyes !
#4
Mods / Re: Everybodys Mod
May 02, 2014, 05:25:30 AM
Okay, seems fun, I'm in !
#5
The entities wouldn't appear in the game of course. As I said in the 1st post, if there were to be events, they would be triggered in a hidden way.
In fact, Ty already put those entities in place, in a way : storytellers. Although they are only IA, it's the IA level that "decides" of what events happen, and it's up to the player to act  to survive dispite those events.
Religion would just bring some kind of interaction (prayer-> possible-event (not answers of any kind)), and some good way to deepen relationships with factions and colons.

And yeah, the reason I'm proposing this as a suggestion is that it's very deeplevel, so totally unmodable atm. Plus I really see something that would bring a new way of playing in the game.
And what, if someone doesn't want to use religions in his colony, he'll just have to ban them and get to fight with other religious faction : there, you have your atheist colony ! x)
#6
Quote from: Geeves on April 28, 2014, 01:45:44 PM
I did not play AoE, AC or the TW series. I was to busy with the Command and Conquer series at the time. It is still a shame that EA took over Westwood studios back in the day.
Dude, what you have missed... It explains a lot.

Quote from: Geeves on April 28, 2014, 01:45:44 PM
I will agree though, that some cultures are based on religions. I still stand by my point, have it be a Mod so people have the choice not to include it into the game.
If you have never been through a game that integrates religions (and NOT faith --') in its gamelplay, I for sure undersatand why you don't want it to appear in a game you like : difference is frightenning, eh ? Man up, dude, it won't change your beliefs !

Quote from: Geeves on April 28, 2014, 01:45:44 PM
on a side note: I put my brain before my faith, because I do not have one, by choice.
And, that, my dear sir, is a religion. Thanks, fedoratheist.

Anyway, can we come out of that irrelevant debate and go back to thinking about the good stuffs to put in the final game ?
#7
Quote from: daft73 on April 25, 2014, 02:27:27 PM
Well I'd assume they would be made up religions, not real ones. Gives the game another layer, is all.

It would of course be made up gods, as I said. And randomly generating gods would be even better and funnier !

Quote from: Geeves on April 25, 2014, 02:09:24 PM
Just opened a random hystory book.

page 1: religious war
page 2: religious war
page 3: religious war
page 4: religious war
page 5: religious war
page 6: religious war

you get the idea.

Let us not put religion in the main game. Make it a mod instead, so people can choose whether they want their Rimworld to have religion.

Dude... Really ?
1/ Rimworld has just implemented some cultural wars by putting in faction. It does not differ in any way with religion fight, and has NOTHING to do with history. It deepens the game, period.
2/ Did you ask dev to remove religions from Age of Empire ? Assassins Creed ? the Total War series ? Did it prevent you from enjoying the game ? No. (If your answer was yes, MAN, I wouldn't want to be in your shoes... Man, your life must be sad...)
Any way, just open your mind to made up religions, and stop putting your faith before your brain.
#8
Unfinished / Re: [MOD] (Alpha 3) Heavy Door
April 25, 2014, 10:44:35 AM
Other Idea : you can lock a door closed or open. That way, you leave the door open when there is no danger, and you can lock it down when raids.

Don't know how to do it either though.
#9
Unfinished / Re: [MOD] (Alpha 3) Heavy Door
April 25, 2014, 07:57:58 AM
Make it really (reaaaaally) slow to open, so people don't make too many...
Other than that, great idea !
#10
Support / Re: HELP Please read
April 25, 2014, 04:58:58 AM
Quote from: longbyte1 on April 25, 2014, 12:10:51 AM
If you have absolutely no idea what I am saying, just go ask your dad.

;D ;D ;D ;D ;D ;D


Hey, OP, have a look here : http://ludeon.com/forums/index.php?topic=1875.0
#11
Mods / Re: Texture pack
April 25, 2014, 04:53:03 AM
Meh, I won't use it. It loses to much of the vanilla spirit, being to precise and realistic... Hard work, I guess, but I don't like it. Keep the effort, though... but maybe you should try to get a bit back to the simplistic original texture style ?
#12
Still is, as a mod.
#13
I would love those two ideas !
#14
Outdated / Re: [MOD] (Alpha 3) POTATO POWER!
April 24, 2014, 03:19:46 AM
It should do no damage but have a great chance of knocking off an ennemy so we can capture it.
#15
General Discussion / Re: Alpha 4
April 23, 2014, 08:51:19 AM
Yeah, or you can manage to become tester so you have the minor-releases #ProTip