Oh, I didnt know that! My bad^^
Sure, I will keep you guys in the loop!
Sure, I will keep you guys in the loop!
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 MenuQuoteMichael Smith (short: Mike) - Okay.
Mohammed Moghadam (short: Mohammed) - Okay.
Marie-Josée Delacroix (short: Josée) - Okay.
Yu O'Brien (short: Yu) - Okay.
Tim Rothman (short: Jumper) - Okay because this is a believable nickname in real life.
Tim Rothman (short: Butters) - Okay because this is a believable nickname in real life.
Tim Rothman (short: Scoops) - Okay because this is a believable nickname in real life.
Quote from: lllMWNlll on January 12, 2017, 09:18:40 PM
You got a plenty races to put in the game, i assume you going to include:
Major Races:
Krogans - Turians - Asari - Salarians - Geths - Quarians
Minor Races (or less focused in Mass Effect):
Batarians - Vorcha - Protheans - Hanar - Drell - Elcor
and even Reapers and Collectors to be major threats (I think in something like those vanilla mechanoids non-playable)
I would like to share some ideas:
Asari: have a great bionic powers which make them really fearsome, you may want somehow explore this ability of them.
Krogans: are tough warriors, i imagine them with a lot health in their torsos body parts because of their shell over his torso and/or a % pain reduction (call this "beserk" mode) the most damage they get the more beserker they get attacking even his friends, better use them with melee weapons or bare handed. PLUS: they are not very sociable among them, imagine with other races especially turians and salarians you could use a negative social buff for those races pawns to be implemented observing history of those races using genophage against Krogans.
Turians: long i remember in game, they are mostly-completely envolved in war or militaristic organizations, very few of them are technicians. You could explore them to be great soldiers and less effective in building, farming, sciencing. PLUS due to First Contact War, humans distrust a little the turians, not all humans, some of them with trait "Distrust turians".
Salarians: a fact that call my attention - they live short, some of them can reach 40 years, because of this they do everything fast combining with their curiosity - a Science and Medicine boost for them! I don't see them really good in battle in comparision with the other races (humans, asari, krogan, turians) melee prowess and ranged could be reduced for them due to their most cartillagenous bodies.
Quarians: main and important fact they need to be 24hours in their suits to be able to survive in any world condition their suits could make them work in burning or freezing temperature of RimWorld. Following Mass effect lore they come from their migrant fleet living has nomadic they go star from star scavenging from wreckeges finding repair materials for the fleet and keeping the starships functioning, make them specially good at building and repairing structures. I imagine - they eat a lot to be in a huge fleet, so logically every children is taugh "how to plant - potato", you never know when you can be realocated in a "Farm starship".
Geths they are A.I's, you may want to see Misc. Mods they have A.I pawns mods.
What call my attention: they are all connected, expect those rebels from reapers control you should use those rebels on your mod. Imagine a lone-wolf character "Legion" from Mass Effect. That is the kind you want to see in your RimWorld mod. But from all the other races, to be playable... The Geth are the most OP.
They can do anything efficiently (shooting, meleeing, constructing, farming...). Something must be done to rebalancing them... Well, think in this
"i don't see logic in doing non essential tasks for my own self-preservation" and is that what RimWorld is, a survival game!
- They don't eat. (growing and hunting disabled)
- "Why medicate imperfect machines like those biological units? They will die anyway" (doctoring disabled)
- "I can see logic in trading. But why make prisoners?" (warden disabled)
- Every other race once have fighted Geth, they don't trust them a little. (heavy social penalty to them, especially Quarians for taking their homeworld)
One another problem of them are clothes. For this i may have a solution: there are several models of geths warriors (Primes, grunts, hunters) check link for some references Wiki Geth units. What matter is their A.I software saved in a rebel large server somewhere else, use this has a valid argument to change their hardware (clothes) to several battle hardwares.
I think this is all i can think right now about "races" right now... A really like the krogans, make them first .
In fact i was just write a 2 lines post about "are you going to release krogans soon?", and ideas just flow it. Looking foward to see your mod complete!
Quote from: Bodog999 on January 07, 2017, 12:55:56 PM
Personally I enjoyed C&C 4, yes it wasnt the greatest C&C (Most people will say its the worst probably) but I quite liked having a mobile HQ and some of the units were amazing *cough*Mastodon*cough*. C&C 4 could've been better and a good ending to the C&C series if a certain company didnt fuck it up so hard.
Quote from: Seeker89 on January 07, 2017, 12:49:12 AM
could be a really cool battery...
Quote from: abbelsap on January 06, 2017, 05:47:50 PM
Cool! Where can I find the download link?
Quote from: Hydromancerx on January 06, 2017, 05:48:51 PM
So your not adding the stargate? Why not?
A16 / 4.0 / 07.01.2017:
- Updated the mod to A16.
- Rebuild the mod form the ground up!
- Added the Humanoid Alien Races Framework!
[i][b]A16[/b]
Nothing yet
[/i]
Quote from: Dryerlint on January 06, 2017, 04:07:58 PM
Cool. I have noticed one thing; it seems that people from Asari factions who join your colony are always human.
Quote from: Dryerlint on January 06, 2017, 03:04:32 PM
What new in 2.2?