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Messages - LordJulian

#1
Mods / [Mod Request]Normal bodies
September 05, 2018, 03:25:55 PM
I have a simple request, is there a way to disable hulk, fat or thin bodies? Or even better, is there a more realistic version of these bodies? I feel that the art design is rather jarring an unrealistic for me.
#2
Mods / Re: [Mod request] Medievial Rimworld
October 06, 2014, 11:33:27 AM
I'm actually thinking of making a medieval mod too, similiar to the Stronghold Sim series. If anyone is interested, I'm a texture artist that can help in making new objects in-game.
#3
General Discussion / Re: Call for public testers (Alpha 7)
September 20, 2014, 03:47:31 PM
I would agree to a participation in the test if you're willing.
#4
The fictional Dedicated Genetically Engineered Animal Lovers in the forums will want to have a word with you.......
#5
Ideas / Re: Friendships
September 11, 2014, 10:27:17 AM
Sounds like a dating sim simulator.

Colonist #1
Wake up->go out on a date with colonist #2 via the mining shaft -> talk about mining stuff with colonist #2 -> encounter raiders with colonist #2 -> enjoy cremate bodies with colonist #2 -> go to sleep with colonist #2. :p

But the topic has been covered mostly on relationships though, rather than platonic friendships.
#6
Ideas / Re: Alternatives to endless waves of enemies
September 09, 2014, 12:19:16 PM
Here is my thread on the same idea that you have, shameless self-promotion at the same time (lol)

http://ludeon.com/forums/index.php?topic=6009.0;topicseen

So yes, a suggestion to the end of endless wave massacres
#7
Ideas / Re: Siege guns/Combat Engineers
September 09, 2014, 12:16:34 PM
Quote from: Somz on September 09, 2014, 05:36:06 AM
Damn, and reading "combat engineer" I thought it'd be about pawns with portable, small turrets. Would be cool.

Well, that could be also the case, but there are already mods with buildable manned turrets. Unless of course you're talking about THE portable turrets that can be carried by a colonist, would be a great idea. Extra firepower at the expense of not carrying a ready weapon.

This thread focuses on raiders having weapons that can break through colonists defenses without being led like sheep into a turret farm, but cometothinkofit yes, portable turrets can be added to the raiders for them to siege the colony. only difference with your suggestion is that they fire missiles to destroy buildings.
#8
If you're thinking of making new mechs like walkers(in the example of mechwarrior) and balancing them in the game then perhaps I might be able to join in the fray.

I'm a texture artist, what can you do for this idea?
#9
Mods / Re: [Mod Request] - Defense mode
September 08, 2014, 07:44:30 AM
Definitely something that can be done, but extra customizations can be implemented, like stockpile zone, based on who has the best weapons, who is a non-combatant, for a specific colonist or who is closest to the defense zone.
#10
I think there should be a pre-political system where the colonists would work together collective like in Vanilla, but as the colony grew up to a minimum amount (like 8?) There will be a tier tree where the player can choose what type of political base would the colony be set upon, that would give boons or liabilities to the colony.( Like better work speed for all and pernament mood drop with an industrial policy in mind. or all colonists move faster if unarmed, and feel happy only when there are 'protectors' kind of totalitarian state, or remove bedroom sharing penalties when choosing a united community political idea)

When meeting certain requirements of having more colonists, the player can choose more sophisticated and refined politics that would further enhance or penalize the effects of the colony, or choose none at all which is vanilla, branching out different playstyles and getting more water cooling conversation in the forums. :)
#11
Hmm.... I'm thinking......... Classism.

There could be a class system where the colony will be politically structured based on the belief systems they have (zeitgeist, meritocracy, facism, etc.) So colonists will have privileges based on what system the colony is set in and how would the relations of colonists be altered.

Colonists have certain personalities that would affect a class system in the game. For colonists with lack of social graces, they would recieve a mood penalty when working with 'high' privileged colonists (i.e The poor man scoffing off the privileged noble pig)
Privileges will give minor pernament boosts for the colonist, but if they have such entitlements, then eating nutrient pastes or sleeping on the floor would have a bigger penalty, because they are supposed to have higher privileges. Getting unsatisfied lower-class colonists breaking down the doors of the "nobles" would certainly be interesting.

OP of the first idea sounds fun actually. Certainly bring out the ugly (and beautiful) face of humanity and weave out the story in a more mature (or ridiculous) manner.
#12
Ideas / Siege guns/Combat Engineers
September 07, 2014, 09:32:55 AM
  So i was thinking about the diversity of raids, it's either a blind charge through a turret farm or sieging the colony that would bombard over a period of time. The first one seems to always leave a trail of dead bodies or overwhelm your colonists with superior numbers. The other is more or less the same, but have you manage your buildings and colonists affected by the mortars just before the charge. Seems that everyone hostile to the colony have very little sense of self-preservation.

  So why not program the AI build a siege zone just right outside the colony defenses, where the raiders will spread out and prepare to attack the colony while building siege turrets that can be effective at breaking down walls. It's basically just like besieging a colony, but with more accurate projectiles aimed to destroy walls and defenses. Suppose that multiple siege turrets will aim at several directions, where the raiders will charge only when there are enough entries into the colony rather than a straight march up to death row.

  Or get combat engineers with special mining picksthat can tear down structures. They are mostly concentrated to breaking down walls, allowing the raiders to advance, although they will be lightly equipped as such. The raiders will follow suit behind the engineers as they carve their way through multiple paths. A simpler solution to having less programming on that part might be structure destroyer guns that can be fired from a range to demolish walls and obstacles.

  I suppose there are flaws to this, like proper decuction of siege zones and the need to program the AI to siege as intended etc, but certainly better than raiders being led like sheep into the turret pen.
#13
Building a fuse box that has a protective radius around electrical equipment and buildings seems like a great idea. Balances resources needed to build these things and yet does not fustrate the player much in micromanagement.
#14
Ideas / Re: Too many corpses...
September 07, 2014, 09:12:38 AM
Or perhaps we could have a new combustible material that can easily remove corpses with it, possibly a volatile substance that can be dug on rocks that can burn the corpses down quickly into ash.

The morale drop rate is insanely bad, and it's not due to my failures as a colonist leader, it's the dead bodies......
#15
Ideas / Re: Guard Duty
September 03, 2014, 12:50:56 PM
The thing is, you have to micromanage the colonist when they're drafted. If they strave to death, it really doesn't bother them much. If there is a guard post or a patrol route where the colonists would take turns to do so but will get relieved to make sure they get food and rest. Makes more sense when suddenly a whole bunch of raiders dropped right in front of your yard and all of your colonists are at the back mining.

It makes a great opportunity to roleplay too, and makes more sense that you have guards at the colony when the rest are outside mining.