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Messages - res34

Pages: [1] 2 3 ... 5
1
Outdated / Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16)
« on: October 30, 2016, 05:03:24 PM »
So while I was busy harvesting taro root, I decided to look up some Scientific America articles related to the Cryptozoologicon when I noticed one on tapirs. Turns out they're a lot more dangerous than you'd think, especially (and appropriately) when they're with their young. I can't recall how dangerous they are in this mod (I don't recall any attacking back when hunting them, though they might have died too quickly), but it turns out in real life they can bite clean through a human arm.

https://blogs.scientificamerican.com/tetrapod-zoology/tapir-attacks-past-present-but-hopefully-not-future/

Perhaps if they're not currently set to become aggressive when hunted, would it be feasible to edit them so that they do so in the future?

2
Went hunting again:

- Kampilan
- Kalis
- Mandau
- Kujang

3
Outdated / Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
« on: October 18, 2016, 07:47:50 PM »
For a moment there I thought that the turtle was actually a turtle shell, at least until I noticed the head. Other than that little mistake on my part, I can't wait till this is implemented, as it'll make hunting all the more profitable for my tribesmen.

4
Unfinished / Re: [A15][WIP] Disease Vectors
« on: October 17, 2016, 06:25:49 PM »
Considering it, but I thought it might make domesticated rats OP. Don't you think so? :o

Wait, can't you own insectoids also?

5
These should be fun! By the way, found a website you might find interesting, as it appears to go into detail about various weapons from the Ming dynasty and such. I found it while looking up the grenade.

http://greatmingmilitary.blogspot.com/2016/09/weaponised-shields-of-ming-dynasty.html

6
Outdated / Re: [A15] Alpha Animals
« on: October 16, 2016, 10:29:39 AM »
Haven't had a chance to tame any of those lions, but hopefully they aren't like the hermit crabs and have a 20% chance to get angry and attack back.

7
Unfinished / Re: [A15][WIP] Disease Vectors
« on: October 16, 2016, 10:21:25 AM »
Why not make rats the vector for plague?

8
Unfinished / Re: [A15][WIP] Beasts of the Outer Rim
« on: October 15, 2016, 11:49:04 PM »
Thicker lines it is then. Oh, and since I noticed some minor loss of detail, here is a full sized image for anyone to see... assuming of course that 256 x 256 is the max size for sprites.


9
Unfinished / Re: [A15][WIP] Beasts of the Outer Rim
« on: October 15, 2016, 10:52:07 PM »
Current creature I'm working on, with two variations of the side complete (one with thicker lines) just hope doing the back won't prove too difficult. Gonna call it a Dragon Turtle probably, and the idea behind it is that they were genetically engineered from Alligator Snapping Turtles for the purpose of serving as apex predators as part of an ecosystem building project, but over the decades specimens have been captured and brought to various other RimWorlds where they have since established themselves and become the bane of Medieval Lords and such, hence where the term "dragon" in their names comes from.



So do you guys think I should go with the thicker lined one or the thinner lined one?

10
Most lovely. Now I can fight at range with melee tribesmen with such deadly polearms, and my ranged fighters can have cannons!

I decided to look around some more, and found a few more weapons that might pique your interest. Admittedly, these might not all be considered truly medieval, as some might by from slightly earlier or later time periods.

Japanese:
- Kanabō
- Ōtsuchi
- Yumi
- Kusarigama

Chinese:
- Zhanmadao
- Ji (polearm)
- Thunder crash bomb
- Monk's spade
- Jian
- Wind and fire wheels

11
Outdated / Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
« on: October 14, 2016, 06:06:27 PM »
Is it possible to code animals so that they only spawn on deep water tiles (as in rivers/oceans), so that species such as caiman and arowana. Also, have you considered working with the maker of the fishing mod in order to add aquatic species that can be caught?

12
Unfinished / Re: [A15][WIP] Beasts of the Outer Rim
« on: October 12, 2016, 10:17:43 PM »
Thanks for the compliments. I suppose if anyone wants to see the behind the scenes, I'll link to the Sagan IV thread where we've been posting sketches and ideas:

http://sagan4.com/forum/index.php?topic=12076.0

13
Outdated / Re: [A15] CK - Animal & Plant Pack v1.2 (09/27/16)
« on: October 11, 2016, 12:19:28 AM »
Draegon, what version are you using?

14
Unfinished / [A15][WIP] Beasts of the Outer Rim
« on: October 10, 2016, 05:13:37 PM »
So I started working on some creature concepts for RimWorld, drew up some sketches, and then brought them up on Sagan IV forum where fellow member Hydromancerx (who some of you might know from here) and new member Fluffe9911 soon joined. We're currently coming up with some new ideas for creatures, which we will post here as we work further on this mod, but we have one finished species right now, known as a Squiddle.


Link: http://www.mediafire.com/file/aovnwdxbanso9hb/Squiddle+Mod.zip

We're still working on the coding for it, but Fluffe9911 has been very helpful in this and made a basic one for it, utilizing the Muffalo as a base. We'll tweak it some more, though I'm still debating if this should be a smaller species. The idea behind it is that this is a genetically engineered species of terrestrial cephalopod originally bred for agricultural use but which has subsequently been spread throughout the Rim and since gone feral.

I myself am very open to any help and suggestions you guys can provide, as I'm fairly new to the modding scene and have little experience in coding. kaptain_kavern has helped me a bit in this regard, providing me some links, and I've also been peering at the code for various other animal mods in order to get a better idea on how they work.


15
Releases / Re: [A15] Medieval Asain Weapons (v0.15 / 09-10-2016)
« on: October 10, 2016, 03:33:38 PM »
Any plans for more weapons, such as the naginata, yari, or kabutowari?

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