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Messages - Radis_cale

#1
Releases / Re: [B18] A RimWorld of Magic
February 04, 2018, 07:01:16 PM
Soft drawn does not decrease the stasmina cost of the Ranger Arrow Storm.
Mages are not marked when the game is paused.
Mana pylons destroy furniture (such as chairs) and trade beacons when placed on them.

A pawn with a very low movement is downed when it casts a large spell due to arcane weakness, which results in a waste of mana and an un-cast spell.

Why not adding an event like Incapacitated refugee, but with a mage you can rescue, it would have a small chance to happen after a mana drain event ?
#2
Releases / Re: [B18] A RimWorld of Magic
February 03, 2018, 04:06:59 AM
Just got a incapable of violence necromancer, he can't do anything, even raising the dead is violent ^^
#3
Releases / Re: [B18] A RimWorld of Magic
February 02, 2018, 04:01:41 PM
Having played with this mod for quite some time already, I would like to give my opinion, i wrote this with the help of Google translation, I hope it will be understandable.

-About the druid spell cure disease, improving cure disease power at level 2 say: 75% chance to reduce severity by 2, and at level 3 it say: 52% chance to reduce severity by 2 and 32% chance to reduce severity by 3. Is it intended ? Is it me that doesn't understand something ?

-My summoner has killed three mechanoids without fighting and without any injury, and I do not even mention raids ravaged by one or two of my mages. Mages are overpowered, but it would not be funny if it was not the case, is there something planned for the future?

-Mana sickness, the idea of the mana drain event does not bother me that much, but seriously, why it takes so long to recover from mana sickness, and also the mages who do not have 100% mana at the beginning of the drain have a great chance of dying, it's a bit extreme.

I would like to share my ideas too.

-Change the mana drain event, instead of draining the mana, force the mages to use more mana to cast their spells, with why not a longer cooldown or even disable the most powerful spells.

-Paws could gain xp and / or recover mana / stamina by meditating or doing similar things.

-Everyone should be able to become a mage! Some would have a gift, others would be very bad at it, but with time and hard training, the efforts will be rewarded.

-Experienced pawns could share tips and tricks to others, if they like them, a fire mage could give advice to a novice ice mage, after all, the basis of magic should be the same for all, no ?

-Learn a new skill or improve it should not be instantaneous, pawns would have a chance to think of a new spell or improve a already known one, it could happen when the pawn uses spells, talks with other mages or meditates, it would be visible in the health tab, it would grow like a disease, and when it reaches 100% the pawn gets a new spell or improve an already known.

-Create backstories that Automatically grants magic or combat traits.

Love this mod, i hope you'll like some of my ideas.
#4
Outdated / Re: [B18] [KV] Refugee Stats [ModSync]
January 31, 2018, 03:18:49 PM
I think it would be cool if it could also show the stats of the refugees during the events incapacitated refugee and Prisoner rescue opportunity.
Btw i like the mod, good work !
#5
Mods / Mod idea : X-com 2 Viper
July 12, 2017, 05:14:10 PM
Adds x-com 2 viper in the game, omnivorous diet, does not attack humans, only females (males being suppressed by the ancients to regulate their reproduction).

The viper have a chance to seek a colonist (man or woman) and will wrap around it and try to fertilize its eggs.

Obviously, it does not work because different species.

If a viper catches a colonist, it will strangle it and keep it unconscious for a day, leaving him/her with broken bones but nothing that does not heal itself, the viper tames itself automatically and creates a bond with its partner.

They have advanced intelligence, they move more slowly than normal colon, but can carry heavy loads.

After releasing his partner, the viper can lay eggs, only one is enough to make a lavish meal.

"Mating" with a viper gives a mood boost to the colonist, (as much as the bonuses of having a lover and having cuddles in bed, but cancel them).

Colonists may have an addiction from viper's "hugs"
If addicted, colonists will regulary seek other viper and try to mate with them, he may be killed by a wild viper.

Colonists may become masochists in the same way, if it is addicted, it becomes automatically masochistic.
If the colonist is addicted, he will break with his partners.

In battle, tamed viper can be trained to attack by throwing poison, does no damage but can kill in the long term any organic being hit, they have superhuman reflexes which gives them a dogde bonus.

It can also be trained to melee attack, catching bad guy and gradualy breaking all it's bones, until it dies, The viper is vulnerable when it attacks like that and releases its prey if it receives an attack too strong.

When butchered, the viper gives meat, leather and poison glands that can be used to make medicines.

Adding a search to create a viper, male, able to reproduce but can not be tamed and can attempt to kill the settlers to escape, if he runs away from the map, he will become a viper king And will make a nest near the colony and raids of mad man eater viper can be triggered.

The player can travel to the viper king's nest and try to kill the king, if he dies, viperes will become passive and raids will stop, and the booty that the viper king has taken in the surrounding colonies will be yours. But beware, the king is very well protected and is much stronger and quicker than any colon.

If butchered, the king gives huge meat amount,  venom gland to produce glitterworld medicine and a trophy, which can be sold for a huge amount of silver, or placed in a room like artwork.

If the player can not defeat the king, he can abandon his colony and create another one outside the king's zone of influence, and the raids will no longer appear,

but the caravans traveling into the king's influence area can be attacked.

That's all, I'll be happy if you like, if you do not like it, well, it happens.
#6
Mods / Re: Magic mod request/suggestion
September 24, 2016, 02:22:17 PM
I suggest just ideas I like, if someone likes it or is inspired by it, I am happy to have participated in it.
Also, magic and technology are not so different, most magical things can be moved to technology.
Why not a genetic mod with animals that may have different statistics such as the seeds of the mod Seeds please.
#7
Mods / Re: Magic mod request/suggestion
September 24, 2016, 03:54:09 AM
So true, i didn't think about that.
Well, i'll try more modern and sci-fi things the next time.
#8
Hello, I have some ideas.
Why not golems? They are like robots, but magic, they can sow, clean, carry and fight, but they are small and can not equip weapons, but specialized versions can be created as a golem with a blade instead of arms.

Curative tank that heal faster colonists, but requires a power source (or something like that).

Trapping the souls of colonists and ressurecting into another body created before their death.

Improve the colonists with magical mutations which are permanent until their death, such as the skin of photosynthesis which reduces the loss of hunger in the sunlight.

The creation of new species, such as chicken that lays golden eggs, a cow that gives chocolate, not milk, animals that have a natural magic shield or pig eating stone and steel chunks and produce small amounts of minerals.

It would be difficult, especially with xml, but if someone like the idea or want to improve it, it would be great.
Say what you think about it, I'm curious.

Ps: I am French, sorry if my english is not perfect.
#9
Mods / Re: Magic mod request/suggestion
September 23, 2016, 05:23:45 PM
Well, you're right, I've never had interest in the mod before you mention it.
It's a cool mod, but I'm not very intrested for now, maybe in future updates.
Maybe I'm wrong, but I do not think there should be only one magic themed mod, especially when my suggestions are not in other mods, at least I've never seen this.
But thank to your reply, I understand that it would be more relevant if i suggested it to the developper of rimmagic.
#10
Mods / Magic mod request/suggestion
September 23, 2016, 01:28:05 PM
Hello, there is a mod of another game that I love, it's Thaumcraft from the game Minecraft.
it adds magic, like wands, source of magical energy, melt objects to get magical fluids, machines that use this energy and fluids to enchant and create objects, it adds golem also, they are like robots, but Magic.
There are many other things, like placing injured creatures in a regeneration vat for faster healing, or trapping the souls of dead humans and ressurecting them in another body created for this purpose, or the creation of species, such as chicken that lays golden eggs or cow that gives chocolate, not milk or improving human with magical mutations as photosynthesis skin that reduces the loss of hunger in the sunlight.

Now that I think, it would be difficult to do the same in rimworld, but if someone like the idea and is willing to make a mod like this, it'd be great.
Say what you think about it, I'm curious.

Ps: I am French, sorry if my english is not perfect.