Ludeon Forums

Ludeon Forums

  • September 17, 2019, 09:37:50 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Sepkan

Pages: [1] 2
General Discussion / Re: Your weirdest habits
« on: October 22, 2014, 09:55:28 AM »
My other habit: my pawns who can haul: have a devilstrand cowboy hat. The pawns who can't either have none or the light blue one (forgot the name).
the  social dude gets a fedora

General Discussion / Destroyed stomach
« on: October 13, 2014, 12:03:42 AM »
Can i fix a destroyed stomach, it was a a pretty valuable colonists with a lot of bionic implants.

Suggestions / Backpacks And Slots
« on: September 29, 2014, 06:45:07 PM »
I think a really good idea would be kind of extra carrying slots representing whats clothes the colonists are wearing. Like Jimbob can fit a meal in his jacket pocket.

Another good idea would be backpacks to make far away work manageable, so the colonists can carry a couple meals and a sleeping bag of sorts.

Suggestions / Re: Cryogenics and Losing your fort, and roleplay
« on: August 28, 2014, 10:21:08 PM »
It actually says Ordo inquisitors? Wow the 40k is strong in this one! I love it!

General Discussion / Re: Mechanoids
« on: August 15, 2014, 07:19:29 PM »
Fighting a centipede directly with just pistols and Enfields is a bad idea. If it lands in you base, it takes it longer to open the drop pod, which should give your colonists long enough to run away.

What you should do is kite it with the Enfield, ie let it come into your range, take a shot and run. If the mech is armed with a charge blaster or a minigun, it's easy, if it has an Inferno cannon, you'll have to dodge a bit :P Eventually the damage will slow it down so much your colonist won't even have to run away anymore.

They key is not to fight it directly, though.

Well I'm not going to do any thing but link this:

General Discussion / Cowboys
« on: August 15, 2014, 07:10:12 PM »
I just angered 2 factions so that I could outfit my motley crew in cowboy hats and ponchos. I even had power armor but the cowboy hat and poncho setup looked so awesome I didn't even use it.

Very dorfy, I like the sound of it.

Stories / Re: Whats the funniest thing you have ever seen in Rimworld?
« on: August 10, 2014, 11:15:07 PM »
This thread is just pure gold. I'm stickying this bad boy.

Never realized it would get this far! Wow!

General Discussion / Re: Damn Mechanoids
« on: August 10, 2014, 10:20:32 PM »
You need to evaluate your parenting.

General Discussion / Z levels
« on: August 10, 2014, 10:14:47 PM »
I know your not a fan of z levels tynan, but I think it can work. My main issue with z levels in dwarf fortress and dwarf fortress in general is presentation, however I believe that you could pull it off and make it simple and accessible.

Mods / Re: [Request]Sex And babys
« on: August 09, 2014, 08:28:36 PM »
I think I would only want babies if they mothers carried them into battle and they could fight, dwarf fortress style. Or if we could use them for mortar bait.

General Discussion / New art style.
« on: August 09, 2014, 04:20:19 PM »
Can we get any preview about the new art style? I know for a lot of people when they think of the Prison architect style is Rimworld to them. And with localized body damage will the art style reflect this? I would like to know the communities thoughts about the art style.

General Discussion / Re: I feel so stronk!
« on: August 07, 2014, 01:29:29 AM »
Also I had no incaps.

General Discussion / Re: I feel so stronk!
« on: August 06, 2014, 11:45:45 PM »
It was heavy charge! I should have taken a screenshot.

General Discussion / I feel so stronk!
« on: August 06, 2014, 11:30:16 PM »
I just as I type this defeated a centipede with 2 pistols and an m24! I really almost quit when it dropped right on top of my wooden base but my colonists of 8,8 and 10 shooting pulled it off!

Pages: [1] 2