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Topics - TheManWithoutAPlan

#1
General Discussion / Any Good Sites That Teach XML?
September 19, 2017, 12:49:01 AM
I'd like to mod Rim world but I lack coding knowledge.
From what I know this piece of art uses XML so are there any free recommendable XML-teaching sites?
#2
Mods / (Mod Request) Customizable Ruins
September 19, 2017, 12:42:59 AM
I'd like a mod similar to Prepare Carefully where you could add your own ruins into the game that would spawn randomly.
It'd be pretty neato to just see a random castle or miniature fortress just laying around, or like the ruins of some base with punched in walls.
Or to see a long-abandoned mountain base with an infestation hidden deep within in fog-of-war'd rooms.
#3
Stories / Gunpowder (Combat Extended)
September 19, 2017, 12:28:53 AM
I was playing around with the combat extended mod, and I decided to make a mountain colony so that we'd have tons of supply for ammo.
We were doing good, day forty and we had turrets and such, however everything started to go downhill at one raid.
It was eight raiders, one had an incendiary, one had grenades, everything seemed fine. They entered my kill box, the grenadier decided his life wasn't worth having without a table and rushed towards the fortification where my colonists were. He was shot down by one of our turrets, his stuff was laying on the ground, there were bullets scattered everywhere from present downed raiders, or past dead raiders.
The grenadier is laying on the ground, slowly dying. All my colonists are opening fire with the turrets doing most of the suppression job. Things are going great, we're getting ammo from the side ammo rack (A room connected to our kill box) then the incendiary man finally gets the balls to fire.
I see the incendiary raider take aim at one of my colonists, Rasputin, and open fire. I watch the fuel cell completely miss, but then I see it heads toward the grenade. Now I had no idea about this nifty little feature.
In Combat Extended if any ammunition is lit aflame, it starts to fire out like a grenade, grenades are triggered by fire as well.
The flame cell hits the grenades, and starts scattering all 19 of them and like 50 pieces of shrapnel each across my kill box. This turns into a chain reaction, as the bullets hit the bullets on the ground they start firing, then they down more raiders and colonists which drops more ammo and lights more ammo.
When the grenades lit up, I saw Rasputin's health tab go from spotless to
Head : Shredded (1/30)
Neck: Shredded (1/30)
All of my colonists are downed in almost five seconds, the bullet chain reactions starts moving along, and everything is just bad.
You know those bullet hell games? Yeah this is what was happening in that 15 by 15 kill box, but the worst part about it was just the sheer absurdity of what was happening. Bullets were being fired everywhere, I swear I counted over 1500+ rounds being fired in every direction. The sheer blast of the bullets was enough to dig holes into the kill box, which also dug a hole into my ammo rack. Almost simultaneously the fire spread to my ammo rack, as the fire had not been idle this whole time and had been jumping from colonist to colonist to raider to ammo like a jumping flea. My ammo rack starts going crazy, more bullets being scattered everywhere.
I had around 2500+ different ammunition in that ammo rack alone, including BMG rounds which tore through the base.
At the end of that raid not only was my colony annihilated, but as the fire spread through the base via flammable wires and flammable steel walls, I was left there to wonder how could this have happened. I watched the last prisoners die not by the thousands of bullets slowly flooding into the base, but by the rising temperature within that mountain.
The colony Bunker Eleven went from an underground safe haven to an underground hellhole.
And it was all because of that god damn gunpowder.
#4
Ideas / More Transparent Animal Release
September 19, 2017, 12:12:01 AM
Sometimes when I release an animal on a target, I have no idea if hes actually going to attack it as its not visible enough.
It'd be nice if we could have a system similar to how if you press B on a drafted colonist(s) you can order them to attack a specific target.
This would be nice for animals, as you could create a hunting pack, or just groups of animals for combat.
#5
General Discussion / CE - Is the armour system broken?
September 19, 2017, 12:09:04 AM
Alright I know some of you looked at the title and were thinking that I meant that the system is not working.
I don't mean that, I just mean that at times the system is straight up ridiculous.
Heres an example.
I did a test with a colonist who had these items
- Mac 10 (250 bullets)
- Ballistic Shield
- Power Armour
- Power Armour Helmet
- Tactical Vest
- Backpack
He was able to run into a horde of 50 tribal, or 25 raiders, and take them all on. The only reason he wasn't able to kill more than thirty was because I didn't give him enough ammo, but he has the capacity to hold over 500 bullets.
Now not only is this ridiculous, but its straight out busted, overpowered, and exploitable considering with an outdoor colony I got this setup at day 90 on one of my colonists.
Should CE'S Armour system be revamped? Bullets aren't getting deflected against Armour that high, and most times raiders don't bring high enough caliber or AP ammo to deal with colonists like that.
#6
General Discussion / Rushing Turrets Or Infrastructure?
September 18, 2017, 10:40:02 AM
Alright, I just bought Rim world two days ago and already I seem to have an issue.
1 - Do I rush Turrets first
or
2 - Do I work on my Colony's infrastructure.