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Messages - Hydromancerx

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1
Is there a way in dev mode to reset the water freezing in cold weather? All my water has frozen over last winter and will not unfreeze, no matter how warm it gets, and it gets really hot. Any ideas?

Yeah I got this too as well as my hot and cold springs have turned into normal shallow water. :(

2
Releases / Re: [A17] TropiCKAPP Rainforest Mod
« on: March 08, 2018, 03:29:47 PM »
Has the animal only mod been updated?

3
I think this mod broke my game in the last 24 hours.

4
Releases / Re: [A17] Megafauna (v1.0) - More cenozoic beasts!
« on: March 05, 2018, 06:21:50 PM »
Thank you for making past requests like the Sivatherium, Short Faced Bear and Macrauchenia! I have some more requests.

Please make ...

- Aepycamelus (aka Giraffe-Camel)
- Aurochs
- Brontotherium
- Chapalmalania
- Columbian Mammoth
- Diatryma
- Elephant Bird
- Giant Penguin
- Hemicyon (aka Bear-Dog)
- Ilingoceros
- Platybelodon
- Synthetoceras
- Thylacosmilus

Many thanks in advance!

5
Releases / Re: [B18]Ancient Rim
« on: March 02, 2018, 03:43:55 PM »
It's updated to B18.
I've make nearly no changes, except deleting minor detail for compatibility with the new RimWorld version. Also Cpt.Ohu's Faction Colors isn't needed anymore.

Yay!

6
Unfinished / Re: [A16/A17][WIP] Ancient Rim (2nd Oct17)
« on: March 02, 2018, 03:37:43 PM »

7
I have an idea/suggestion but am unsure exactly how it would work. You see i like the mine idea but also I like tribal games and the mines are a bit advanced. So I was thinking, "What if there was natural caves down to the next layer?" however if you had that then you would have to generate like all the layers forever. So I think i have a better idea. You have like "collapsed shafts" which generate on the map when the map is made. Maybe make them an optional setting for those that do not want it. Then if you send a pawn to "clear it" via mining it will turn into a natural mine shaft. It would work just like your mine but obviously not use any resources and look natural rather than man made. Also since they are randomly generated they player has no control over where they appear. You could still make your own man-made one like you have already but this alternative "natural shaft" could lead to some interesting cave exploration.

8
Did you try to let someone lese hold sermon`s.
I think that should give these pawn enough acceptanz to become a leader sooner or later.

It said there is no one to hold sermons. They can research cult things but not be selected to hold sermon. :/

9
Releases / Re: [B-18] Medieval Times (v. 1.91.B18 (Updated-12/12/2017))
« on: December 12, 2017, 02:32:31 AM »


Please add a Plague Doctor Mask

10
Releases / Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
« on: December 12, 2017, 02:26:46 AM »
Awesome!  Thank you!  ;D

11
Releases / Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
« on: December 12, 2017, 02:23:20 AM »
This mod is EPIC!

Can you add Tar Pits to the mod in a similar fashion as you did the lava pools?

12
Unfinished / Re: [A17] Children and Pregnancy - v0.3k Unstable(2017/Aug/27)
« on: December 12, 2017, 02:16:37 AM »
Oooo! Yay!  ;D

13
Outdated / Re: [A15] + [A16] LewisDTC's Weapon Expansions (22/12/2016)
« on: December 11, 2017, 11:55:42 PM »
Good day, ladies and gentlemen.

It seems that LewisDTC hasn't been arround for quite some time. So I updated his mod for Alpha 17. To be honest: I increased targetVersion.
And fixed some minor bugs, put prerequesites into some research projects and rebalanced the research costs (most often: increased the costs).

DTC Weapon Expansion - Firearms 2.2
DTC Weapon Expansion - Melee 2.1
DTC Weapon Expansion - Misc 2.1

Sincerely

Phileas

Can you update for B18?

14
My cult leader died and now I cannot select a new leader. Do I just need to wait? I put it on Auto but no one has stepped up even though they can research.

15
Releases / Re: [A17]Ancient Rim
« on: December 11, 2017, 03:33:32 AM »
Any updates for B18? Possibly on Steam this time?

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