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Messages - Tekuki

#1
So been playing the same colony since unstable start for 1.0, almost 400 days in with 40 hours invented into.
>Building the ship
I was planning instead of just starting a new colony again cause i want to see how tribe run are now i wanted to end it with building a ship, (sorry in advance if this going to sound like a rant) and holy shit building a ship for 15 colonist (well 14 one die in the process) it was a pain in the butt to do it, the uranium(i got like 1k from deep drill lucky), steel and platsteel requirement was understandable but the advance component was a joke in a bad way. 5 per sleep pod (60 AC for 15 pawn), 36 for all the engine, the ship beam was fine since it just need 1 per beam and i use 3, reactor need 16, cluster need 12 and core need 8 bringing it to a grand total of 135 advance component and 90% of it was crafted.
Problem with AC is the requirement to build it is ok but it take time, alot of time as a pawn might get 1 or 2 done a day depend on how many time they take a break. When ever a trader do sell AC it cost alot but it understandable but they only carry 1 with them, JUST ONE which make the ship building process super long.
Another thing it take so much time that you might as well travel to the ship seeing how much resouces one need to even build a ship
>Waking UP the Ship
So once build the ship after like 1 year in game it was time to defend it, i remember testing it out in a17 or b18 not sure which one was which but it was hard but i was thinking since i build it, it might be tone down......boy i was wrong.
day 1: was normal just got a man hunter pack and deal with them with a lot wound (not the best at fighting them
day 2: hell break loose when i get not 1 not 2 but 3 raids in 1 day, won't be that bad if 2 didn't drop on me one after another and both was melee only (one human & one mechs) then the last raid was more mech but from multiple side and i just give up at that point cause i haven't even recover from the manhunter pack, the human raid RE injure my guy and the mech pour salt on the wound
>finally thoughts
-i feel like the ship AC requirement should be tone down a bit cause building anything else with AC just throw back building the ship
-tone down the amount of raid you get if you build the ship cause what just happen to me was super discouraging to even waste my time of effort to build something just to get slap in the face by cassy
-traveling to the ship is a better investment to do then building a ship as you just need food or cargo pods there
-make building a ship more worth it and less painful cause it would just make people not want to build a ship to "beat" the game, like make it less time to activate the ship
-better grace period between the raid so my pawn can have time recover a bit instead of going to battle half dead
>Final Final word
i don't want to come off complaining about the game END game requirement but it does put to question why build a ship when i can just continue the game or just make another one. Hopefully you would just see this as a feedback (sorry if this was hard to read not the best at writing)
#2
Been enjoying 1.0 alot of loving all these changes, even if the change get change in the next build but I just notice some thing, we don't have a axe weapon and I think it would be pretty cool to have a axe, maybe it do have brunt and half sharp depending on which axe it is. Just a random idea honesty cause I feel like I'm missing at axe to complete the weapon triangle (now i think I play too much fire emblem)
#3
melee, just get people with spear and horn and for some reason they always hit the head, might be a bad idea but melee work for me, bullet get deflected too much
#4
almost 200days in and two problem i have;
-the shield recipe still asking for uranium even though i thought uranium wasn't require anymore  (as show in the picture, using the lastest patch)
-i like the feature that range unit in melee combat will sometime shoot their gun, but can u disable that for grenade user, they are basically suciding them self when they fight in melee range with a grenade, even lost a colony to it cause i thought making them hold their fire while in combat will stop them from throwing their grenade.

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#5
Quote from: Tynan
--Shield belt cost (3x component, 60x plasteel, 5x uranium ) -> (2x component, 50x steel, 10x plasteel). Production time to 50% of current.

If it doesn't need uranium anymore why does it now require 10 uranium to build now, was there a typo /bugor was this part unintended. The recipe for it rn is 2 component, 50steel, 20 platsteel and 10uranium
#6
Won't be able to continue, my laptop took a fall and it now fuck up, I could borrow my sister pc to finish the stuff but not sure if she would let me
#7
Well it was never final, I only made most of the weapon comps and not the throwable as i didnt know how, plz i also say that in the readme file, rn I'm basically waiting for Kenny to do the stats changes
#8
Finally done 99% of the comp, hpoefully i  didn't miss a weapon but here you go, you will have to fix some of the stats cause i don't think it acc or well balance

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#9
Quote from: eatKenny on June 22, 2017, 04:11:08 PM
Quote from: Tekuki on June 22, 2017, 03:10:47 PM
Quote from: eatKenny on June 22, 2017, 02:10:25 PM
thanks mate, there is already a A16 Comabt Realism patch from someone else, you can take a look it may save you some work.
can you post the link here, i try find it before i start but i couldn't find it.
https://ludeon.com/forums/index.php?topic=29609.0
but seems the download-link has broke down:/
yeah it is broken, well that suck, i almost finish just need to finish a few more weapons but im just not sure about the stat i put for them
#10
Quote from: eatKenny on June 22, 2017, 02:10:25 PM
thanks mate, there is already a A16 Comabt Realism patch from someone else, you can take a look it may save you some work.
can you post the link here, i try find it before i start but i couldn't find it.
#11
already got 1 weapon done, many to go :)

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#12
Quote from: eatKenny on June 20, 2017, 03:30:17 PM
sorry guys i'm really busy with real life stuff, so if anyone is interested to make a CE patch plz go ahead, i will give you permission and credit.
those guns are mostly more advaced than vanilla guns so they are not intended to be crafted.
ill make a patch for it, fine it to be a easy-hard job but ill take it, really love this mod and never got to test it out with CR and upset that it is not comp for CE. so im going find a way to get a patch up and pm you the result, do you have a discord so i can send it to you easier?
#13

Introduction
Hello forum, im tekuki and i made a mod for rimworld, this is going to be a mod pack justs like rimsenal, the mod that inspired me to making this mod. This mod going to add weapons, faction, story tellers and more as i continue the joury of learning how to make a mod. Yes im very new to modding and only got the basics of XML.
Process
So far i only done 10 weapons and 1 apparel (v17.0.1) and want to start posting the process and this mod pack, hopefully i will get some helpful feedback and maybe so help with making the mod :)

Current Process
Stuff the in the mod as of now (v17.0.1)
Weapons;
BlueCharge rifle

BlueCharge bolt-action rifle

BlueCharge shotgun

BlueCharge SMG

BlueCharge sniper

RedCharge pistol

RedCharge rifle

RedCharge sniper

RedCharge shotgun

RedCharge LMG


Apparel;
Poncho


Checklist
*Add 2 Faction
*Add 2 over layer apparel
*add 2 shirt
*add 2/3 hats
*add story teller
*add a charge batteries

Download
Balance of the rim v17.0.1
#14
General Discussion / SmokePop Belts
June 14, 2017, 02:17:56 PM
I made a video talking about smoke belt and how it work, im more of a talker then a writer so i find it best to describe an item in a video then in a long pages of texts

https://www.youtube.com/watch?v=zPV1L_vyggs
#15
Just want to say that solo caravan don't self treat them self when they are moving even though self treating is on and I have meds, does it only work if I had two people while caravaning (talking about when the caravan is only on the world map and not in a place, like not setting down)