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Topics - Blitz

#1
Mods / [Mod Request] No Mechs and changed Ship Parts
December 17, 2015, 10:25:16 PM
Hey Modders,

I'm planning another LP series with a strange twist to it. Is there a way that one of you talented people can remove the mechs from the game and change the ship parts so that raiders come out of it instead of mechs? I'd like the ship parts to be still fairly strong, but not over the top crazy. If that is too difficult, could the ship parts be removed from the game entirely?

Thanks,
Blitz
#2
The BlitzPack contains 17 mods to enhance your gameplay. These mods don't change the game too much, but just enough to enhance your vanilla game into a slightly different experience. This pack also contains save files for the Prepare Carefully profile, world, and colony. These were included so you can play along with me in my Let's Play series.


I've played with this setup for a few hours testing different things. I haven't had any serious compatibility issues. There may be some hiding somewhere, but I didn't find any. These mods have not been modified from their original versions. I am not planning on keeping this modpack updated with newer versions of the individual mods unless we find a severe bug.

If you do want to follow along as I play this pack, be sure to tune into my YouTube Channel. For help installing these mods and for a general introduction of them, check out my Introduction Video

Now the important things!
BlitzPack - An Enhanced Experience Download: Click Here (10mb Dropbox download)


Mod description, links, and credits:
Click mod name or author name to go to corresponding web page.

Alien Ants Faction - Adds the 'Alien Ant' enemy faction to the game! - By soulkata
Alpha Muffalo 1.6 - Adds large alpha muffalos! - By Kirid
Apothecarius NEIN - Adds a small and straight forward production chain for Medicine! - By JuliaEllie
EdB Interface - This is a user interface mod that makes a few adjustments to the default game interface! - By EdB
EdB Prepare Carefully - Customize your RimWorld colonists - By EdB
Events from space - Adds a few new events! - By skullywag
Extended Surgery and Bionics - Gives you the ability to craft prosthetics! - By Minus
Less Incident Trolling - Reduces the chance for some incidents! - By MarvinKosh
Mad Skills - Turns off natural skill degradation! - By Ratys
Mining&Co.: Force field - Creates a Force Field Generator! - By Rikiki
More Blasting Charges - Adds 4 blasting charges! - By skullywag
More Mechanoids - Adds a few new types of mechanoids and some other fun things! - By Orion
Rimfire - MOAR GUNS! - By Alistaire
Rimworld Zombie Apocalypse - Adds a Zombie faction...! - By Justin C
RTG's (Power Source) - Adds a new power generator to the game! - By ItchyFlea
The Inspection - Floor Spikes - Adds floor spikes! - By JuliaEllie
This is my Flammenwerfer - Adds a flamethrower weapon! - By JuliaEllie

If you are enjoying these mods, please share some of the love with the creators. Blitz is just a derp who can use 7zip, RimWorld wouldn't be the way it is without these modders and developers!
#3
Mods / [Mod Request] Gun Smelter
November 02, 2014, 05:09:23 PM
Guys, is there currently a stand alone mod that allows me to smelt down weapons into metal? I can't seem to find one for A7.

-Blitz
#4
Bugs / Unkillable Dead Raider Bug Vanilla Alpha 6
September 05, 2014, 03:14:25 PM
I had a siege begin and I was hitting them with mortars until I saw that they had all turned on one guy. The raider was dead, but wasn't being killed. He was moving around and melee attacking.

I tried making a save file, but the raider was dead when I loaded up the save. I am not sure how to replicate it.

http://youtu.be/9Xw3HiX36U4
#5
Yo Dudes,

I figured I would post this here to let you guys see what is happening in my world. I have the series scheduled, so if you run into private videos, it's because they aren't public yet.

So far, we have had some real ups and downs. This has been one of the funner playthroughs I have had in a looooong time.

https://www.youtube.com/watch?v=XpK5QPTLF4Y&index=1&list=PL4D232HeetQNtlu4c-_S19I66dyRFycWr

Blitz
<3
#6
Video / Blitz Play's RimWorld - Alpha Release!
January 28, 2014, 04:11:49 PM
Hey guys, its that time of the year again! The game is fresh and new, so let's give another LP series a go!

Playlist: https://www.youtube.com/playlist?list=PL4D232HeetQPxegXwPxjHC360VTg8KKuc
Episode 1 - Things Have Changed!: http://youtu.be/J4lHhSmC2W0
#7
I had a crashed space pod, I told one of my colonists to go arrest the future convert. As soon as he was arrested, another colonist decided it was a good idea to bring a meal to the exact location of the crash, even though the prisoner was already on the way back to the jail. When he got to the arrest site, he froze, unable to act until I drafted/undrafted.
#8
Video / Blitz's Current v254b Randy Random Playlist
November 16, 2013, 01:52:34 PM
https://www.youtube.com/playlist?list=PL4D232HeetQNqaR5bQTPHpxYGxPoyzDFW

Ep. 1: Best Start in the History of Starts - http://youtu.be/LfDKMnQuvJY
Ep. 2 - Guess Who Didn't Think That Through...? - http://youtu.be/KlkqseY00Fc
Ep. 3 - Nicely Timed Slave Trader! - http://youtu.be/bb8delo_qIo
Ep. 4 - Raging Inferno - http://youtu.be/wrDbo5yuONM
Ep. 5 When Do I Get A Break? - http://youtu.be/mAngf-YXliU
Ep. 6 - The One (Wo)Man Stand - http://youtu.be/yxod_85wHFM
Ep. 7 - Slow Progress Forward - http://youtu.be/HOW15iHamB0
Ep. 8 - Yoink! What a Lucky Grab - http://youtu.be/DR729N3t32U
Ep. 9 - Waffle 2.0 - http://youtu.be/G50k93QJfVo
Ep. 10 - It's Not Working Like I Planned... - http://youtu.be/THunMX1_4n8
Ep. 11 - Wandering Barry - http://youtu.be/idq3IYUjvC4
Ep. 12 - Worst Stockpile Ever! - http://youtu.be/r9xhj2Kv2Cg
Ep. 13 - Self Inflicted Molotov Wounds! - http://youtu.be/BIaahcwXblU
Ep. 14 - Finally Some Flooring - http://youtu.be/3rNq1bvHaic
Ep. 15 - When Raiders Raid - http://youtu.be/eiwjybEY8ps
Ep. 16 - Entrance Expansion - http://youtu.be/5o8ANxZQgX0
Ep. 17 - Baxter, Why Are You The Way You Are? - http://youtu.be/fn2fBA79oyo

There have been some ups and down in this one (more downs than ups early), but it is starting to turn around.
#9
I have recieved a lot of comments on my videos regarding making colonists and prisoners happy. I am actually wondering how the mechanic works in regards to fear and loyalty. I feel like happiness and fear are directly opposite from eachother, and the higher each bar is, the more loyal they become.

In the live stream we did Sunday night, we executed a bad worker to see what would happen. Instantly, one of the prisoners joined the colony. I looked at the thoughts page for the rest of the prisoners, they all had high loyalty, but no happiness. they had a massive number in the fear stats due to "prisoner was executed".

Does anyone else have more information on these mechanics?
#10
General Discussion / Blitz Live Stream Right now - Over
October 13, 2013, 08:58:24 PM
Heyo!

I am starting up a live stream right now. I will delete this post when the stream is over. I should be able to go for about 3 hours

http://www.twitch.tv/blitzkrieglser


*edit - Sorry, I cant delete this topic.
#11
Video / Blitz's Randy Random LP
October 12, 2013, 09:35:28 AM
Hello dudes and dudettes. I again decided to not clog this forum with link spam and will be updating this post with my Randy Random Playthrough videos. I plan on publishing 2 a day until the colony dies off. Feel free to contact me with any questions or anything through here or youtube inbox. Here are the links and the playlist for your viewing entertainment:

Part 1: http://youtu.be/ePjIFCYY-6k
Part 2: http://youtu.be/AxVq_b6MMG8
Part 3: http://youtu.be/MMpRzP-B2pU
Part 4: http://youtu.be/PuT_DkLFWWM
Part 5: http://youtu.be/qSuRH_FfOUM
Part 6: http://youtu.be/Cb43Cz3BRpQ
Part 7: http://youtu.be/lvG5mvoPqdo
Part 8: http://youtu.be/n7fc9T2K3Z4
Part 9: http://youtu.be/TFB_nIuNQCk
Part 10: http://youtu.be/yvlMNDFE-V4
Part 11: http://youtu.be/xBOoUMnhYV8
Part 12: http://youtu.be/Noz7Dkudyyc
Playlist http://www.youtube.com/playlist?list=PL4D232HeetQOj6tW0GqC7z8-EM0i3Oq2H
#12
Video / Blitz's Kickstarter Build Let's Play
October 10, 2013, 04:13:36 PM
Hey guys, instead of clogging up the forum with a bunch of videos, I decided to just place all of my links in one place. I will update this post with the new links when the videos go live.

I know I am not the best player at the game, I do lots of mistakes (especially episode 5), but I had fun on this playthrough and that is what matters. I cringed at points when I rewatched them because of some of the goofy things I did and the inexperience in game mechanics.

Part 1: http://youtu.be/Soj45ZWrTR8
Part 2: http://youtu.be/08V2CipzAD0
Part 3: http://youtu.be/fTdtooZ6zrE
Part 4: http://youtu.be/jGtEM1gojY0
Part 5: http://youtu.be/pg5rIgtPA-I
Part 6: http://youtu.be/ES3O2o-zStE
Part 7: http://youtu.be/G5P4DG7uqL4

If you would rather watch from start to finish, here is a playlist:

http://www.youtube.com/playlist?list=PL4D232HeetQMZSQaK1qd3qVNnPfOYQfnx
#13
Ideas / Building Augmentations
October 10, 2013, 10:21:24 AM
I know this idea is not an quick one to implement, but I feel it would add some depth to the game's research and building process. My idea is that each building has augmentations that can be added to it to improve its functionality. Each building would have 2 slots to fill with the researched augmentations. Lets run through some examples I came up with:

Turret - increased range, increased hull strength, gunner seat, 5 shot burst (in game already), and fire shells.

Nutrient Dispensor - 10% less food used (already in game), 50% higher quality food(the need to eat is reduced), food counteracts sleep (at high food cost), pure sugar (faster movement)

Solar Panels - increased internal energy storage, higher energy output...

So now lets look at the turret, you get to choose 2 augments for that specific building. Your front line turrets may want to have hardened hull with fire shells to damage all of the raiders before they got to your second line of turrets. The second line would have gunner seats and increased range (gunner seats would allow you to control the turret and use the skill of the gunner). The back line would be able to take out the guys on fire. You could also mix in a line that had regular range, faster firing, and hardened hull. There would be lots of combinations.

This system would give so many different choices to the player on the way they wanted to control the colony. Let me know what you guys think.
#14
Ideas / Backstory introduction
October 08, 2013, 01:02:57 PM
I was thinking recently that although we have a backstory on each character, we do not have a backstory on the ship that crashed. Sure the game has the typical 'you are here now, have fun' splash screen starter box, but what if it had more.

Here is what I am thinking: instead of having boxes you click through when you start the game to pick your characters and your AI, you would start the game on the ship. The ship would be breaking apart for any number of reasons (randomized backstory to set a setting). On that ship, there would be the a 10 person crew, and a lot of supplies and weapons. You then realize you only have 4 escape pods that were not damaged and you can only fit in 3 people in 3 pods and supplies in the 4th. If you really wanted to test out your survival skills, or or you wanted to save 1 more person, you could opt to fill the 4th escape pod with another person instead of supplies. If you wanted more supplies, you could take 1 or 2 people and fill the other pods with goodies.

Now that you have your character 'customization' done, you would pick your AI. The AI would be based on map location. Your ship would have a console to pick your crash landing position. You would be able to see the map layout, but not the resources on the map. You wouldn't have 100% certainty which AI you got, but each of the locations would have a different description based roughly on the AI the area would have. For instance: "This location is very close to raiders and the scanners show increased electrical storm frequency which causes the local fauna to have increased mental disorders" (Randy Random) or "This area is far away from any know raider locations, in addition, local fauna is not recorded to have any issues (Passive).

I also think it would be fun if it had a timer count down 2 minutes or so to make your choices. This would help show the ingame pause and time system.


Let me know what you think!