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Messages - AstronauticalFerret

#1
Creative Rewards / Re: Creative rewards system test
December 06, 2014, 06:51:22 PM
Minor issue with this. I cannot edit or modify anything at all.

Aside from this (( Rimworld creative: Hello AstronauticalFerret! Backer tier: Pirate King Creation status: Accepted))

I cannot modify anything at all. All I get is a red circle with a slash in it.  So yeah...
#2
Mods / [Mod Request] LV-426 + Aliens
October 09, 2014, 11:07:56 PM
As of late I've been playing some Alien/Aliens/AvP games and then realized that it would be brutal if my little Rimworld travelers landed on LV-426, built a colony called Hadley's Hope, and built a nice life.... Until around turn day 360.. Someone gets face ****ed and now is impregnated with an Xenomorph. Terror will soon arise as this is a colony with no military gear, and the Alien that will emerge is something fierce. Not Colonial Marines style, we are talking H.R. Gigers original Alien that is basically bullet proof to small arms.

At this point the alien grows and drags someone off to eggmorph them, and then begins this process with harvesting more colonists. The more people it drags off the more xenos will show up within three turns of each missing colonist. The Xenos would be able to pass through specific blocks and stuff to simulate jumping out of vents and shafts, ambushing quickly and even able to dispatch a crew of five within a few short seconds. Your colonials would need to research molotovs, flame thrower parts, and the weaponizing of engineering tools in order to fight back. Colonial Marines never show up. It's up to you to fight against the aliens and find a way to take out the nest. Around turn 500 W-Y Mercs show up and try to kidnap/kill colonists as well as Xenos for study.

Ellen Ripley as a Story Teller :D
#3
If you could make the nuke launcher create a zone of irradiated content the it would be balances since radiation itself is unable to distinguish allies.  If you use one, you have to plan ahead with how you use it, otherwise you could end up screwing yourself over due to colonists or once allied forced getting caught in an irradiated zone thus causing radiation sickness which can have some nasty surprises.

Another note, it would be seen as a negative thing to do by other tribes and colonies, maybe even by your own colonists, to use a nuclear weapon due to the damage it causes to the environment, ecosystem, and livelihood of other humans.

So yeah you can make it powerful as hell like a mini nuke would be, but no ones going to like you or even listen to you if you use it. So you'd have to decide, use a mininuke against an insanely large raider force because you can, suffer the consequence of pissing off all other colonies and tribes, risk your people in their pathfinding to a radiated area, having to clean the bodies out of the area, deal with negative emotional drawbacks from using the weapon, and probably cause other people from other tribes/colonies to get caught in the RAD-Zone which will make them an enemy to you.


And that's how you balance the use of a mini nuke.
#4
Outdated / Re: (Alpha 5) Slow paced storyteller.
July 15, 2014, 01:29:49 AM
Quote from: Halinder on July 14, 2014, 11:10:31 PM
Sit back and let your turrets do the work. Mods like non-lethal turrets (where the turrets there have a far faster fire rate and can give you colonists via prisoners) are good for this sort of stuff, I'm based in the middle of a ludeonicrous map and have turret systems covering every steam geyser, most raids die trying to sabotage my furthest geothermal reactors.

I personally enjoy the Manned Turret mod in companionship with the Jaxxa Shields. Two pawns with MGs in a shield can do some major damage. The only problems I have now are from boom rats when they have a mass psych issue xD.  I didn't know raiders would try to go after generator O.o? THen again I've never had them get that far into my power plant areas, normally if it's that bad I've already lost all my colonists and made a new game xD
#5
Outdated / Re: (Alpha 5) Slow paced storyteller.
July 14, 2014, 10:52:52 PM
Okay it is updated.

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#6
Outdated / Re: (Alpha 5) Slow paced storyteller.
July 14, 2014, 08:51:58 PM
Hmm. I'll see what I can do to tune down the increases in raiding/difficulty.
#7
Outdated / Re: (Alpha 5) Slow paced storyteller.
July 14, 2014, 05:59:41 AM
No idea bud. It's easy for me and my own pace.  I'm on year two Game Time and don't have to deal with much so far. Most i've had to deal with is a raid team of 12 bum rushing me but by that time I already had most of my defenses set and my people armed to the point to where I could push back any force. If I really need to ,which I haven't yet, I got the little remote charges set up for anything bigger than 20 raiders to suicide cave in. Haven't had to do that yet either.

If anyone else is having issues with this I'll check it out by making a couple of new games and testing it out. It could be a matter of luck or not, I'm not sure. Overall it works good for me save for when I want a raid and it don't happen.
#8
Outdated / Re: (Alpha 5) Slow paced storyteller.
July 13, 2014, 10:17:24 PM
Yeah. I couldn't find anything cartoony so I took a stock picture and gave it a fugly color in a failed attempt to make it fit well. If you want feel free to modify it yourself. I suck at artwork xD
#9
Option one. Walk away.

Option two. Pick up a 600+ Page physics book and beat the stupid out of the motherfucker. Also make sure you have a good lawyer.
#10
No problem ^.^ let me know when things are updated and I'll do more stress testing.
#12
Had to make a second post because I couldn't put all three in one.

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#13
Thank you for reading my response and giving me your feedback!

On the incendiary mines here is a screenie of one that has been burning about 30 seconds before the second one below it blew up. The next one is for some kind of weird error but it don't affect the game so IDK what that's about. and the last is another initial explosion because a squirrel though it was a penut.

The fire area you see if from two mines that are about 8-10 blocks apart. Later on this created a very nice wall of fire that the enemies had a hell of a time dealing with. Minimal damage yes. But for some reason they just chilled behind the fire save for the couple who ran into it like morons. I'm not sure if the fire gives them cover *If so then that's pretty cool in an exothermic way?* but otherwise they should have migrated around to my guy's left flank which is where I got more set up. I use either a V lateral pattern or a Check Mark pattern or a W weave pattern when I place mines as realistically those are the best ways to lay down a good temp field the dirty way.

I'm tabbing in and out as I write this so I'm still playing with the fire bombs. it does a wonderful job now at pushing enemies back to stay out of my Jaxxa Shield range, though will have to finish them off fast in order to put the fires out before they get to my defensive position. Which I think balances out their use. The only thing I can think of is just turn down the radius of their initial fire spray by two blocks. Just my opinion. Such a wide area gives a great benefit to players who know how to use game elements/environments to their advantage.


Do you play to add in remote explosive shock mines or flame mines? End game research tech would be a great idea for that. With survival comes earned knowledge! :D

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#14
Right so here's what I think about how horrible your mod is after testing it out.

Reasons why the mod kicks ass.

*Smart mines work the way they should work, they don't pull a "Blue on Blue".

*Pitfall traps work very well with animals, amazing way to defend against an entire herd of rabid muffalo.

*Incendiary mines make my enemies flip a biscuit in the form of running around on fire.

*Electroshock floor panels don't care who step on them.

Reason why your mod is broken.

*Incendiary mines have a very large fire spread range at the initial explosion.  One trap can cover a good area.  Unless there's some kind of technical story behind them (Pressurized with a napalm type fluid.) I find them to be quite overpowered, more so than the explosive mines. It's very OP, You can literally blanket lap an entire large group of enemies if you set them up right to daisy chain.

*Pitfall traps are good for animals but give no protection against enemy fighters. I'm not sure if this was done with reason but would like to see that implemented. Not to kill an NPC but more like to wound/cause psychological trauma as what was done in Vietnam and other countries during war.

*Electropads, even while shocking either an enemy or a colonist in between successive shocks the colonist or enemy will still shoot and hit. I don't know about you but I'd have a hard time aiming and tagging a person after being what would essentially be being shocked by a breaker box. Also I noticed it takes a long time for it to take a full hold on a pawn. Electricity comes fast no matter who fingers it.

*Mine proximity seems off. They feel more like standard trip/fall mines via direct pressure release. Though for balance I think they are fine the way they are, it's just the name that seems funny as they are not proxies since they require direct contact.

*Enemies do too good a job at stepping on stuff that in plain sight. Though this may not be fixable, it would be nice to see enemies attempt to disarm a mine a buddy stepped on, or send up a RT crew to clear mines out before the main force comes in to attack, which means you need to defend your defenses.

*Shock panels should use more electricity, especially when shocking someone if possible to do with the mod.  This would help with balancing out power management.

More to come when I get time.
#15
Quote from: Evul on July 13, 2014, 09:32:15 AM
Quote from: AstronauticalFerret on July 13, 2014, 09:26:20 AM
Quote from: Evul on July 13, 2014, 07:59:47 AM
That would need some dll coding :) but we can add them to the list :)

EDIT: i think this one is nice: http://img2.wikia.nocookie.net/__cb20130517013053/warehouse13/images/a/a1/Tesla_Gun_(Cut).PNG

That's sexy. The one I've been geeking out over is this baby. http://cs9266.vkontakte.ru/u19911665/95894745/x_d66699e1.jpg

Tesla rifle? :P were is it from?

No idea, I just had the image saved in my bookmarks for a while. Plan on making my own version of it at the workshop for a cosplay at some point once I buy the materials. SteamPunk anything is always neat to look at.