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Messages - Vaperius

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1
Arn't these the ones that give power ?
Just build walls around them, so noone damage them, and connect them to your powernetwork ! :-)

Guess it looks like I gotta fix that exploit ;P

You could make them behave like a hive. Spawning a small number of scrin everyday in-exchange for that power and also making it more likely that scrin active ship events will fire as long as its on the map.

2
I hope you upload this new update mod
and also please don't disappoint us
For this Exciting New Incoming Update Mod

"Our enemies believe that we have been defeated
and that I am no longer among the living
They are gravely mistaken."
- Kane (Reference to Command & Conquer Kanes Wrath)

We will take that fiery angry and turn it into a great conflagration! ~ - Kane (Reference to Command & Conquer Kanes Wrath)

3
Releases / Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
« on: April 28, 2017, 02:52:42 AM »
Not long now



Here you can see the new energy weapons powered by a group of reactors. You get a tesla coil which arc's to anything that comes within its short range, An obelisk which fires a precise laser at medium to long ranges. And the rail gun which fires cheap to make sabot rounds at 3x the speed of a morter, at extreme range for striking targets in the local map, or other maps in the world.

All 3 weapons require the pulsed power capacitors shown just below the turbines, these behave like super efficient high capacity batteries, but will rapidly dissipate all their energy if the connected power rate falls below 0. Each weapon has a percentage adjustment for the maximum range and damage power, and the size of the pulse required by each shot is decided by the range to the target and damage %

I spy command and conquer references.

4
Outdated / Re: [A16] Apini – Playable Bee race 🐝
« on: April 23, 2017, 04:35:19 AM »
Maybe you should made pollen nontradeable.
Fair enough you can made honey with nearly no craftpower out of them, and craft then into wax.

Honestly they should be non-tradeable to any non-Apini faction AND have a severely reduced cost to Apini. It has no real use to other factions anyway.

5
Outdated / Re: [A16] Apini – Playable Bee race 🐝
« on: April 23, 2017, 04:34:19 AM »
Fair enough, but the value of the pollen needs to come down because right now its more viable to just grow pollen and mass sell it at near by towns than it is to wait for the honey to ferment. Also are the honey capsules a fermenting vat essentially for mechanics? The Apini never interact with them even with cooking or crafting at max priority and enormous volumes of pollen available.
Huh
Chjees added code which helps with the priority much better than vanilla rimworld already
I will report to him this issue

I managed to get them to do it but it took a lot of playing around with priorities to force them.

6
Outdated / Re: [A16] Apini – Playable Bee race 🐝
« on: April 23, 2017, 01:53:32 AM »
Pollen needs to be valued less. One large harvest can bring in 20-30k pollen. At an average of 1.25 per that's 37,500 silver.

That is absolutely ludicrous for what it is man; maybe reduce the market value to a base of .75 and increase the plant growth time(it grows so fast my Apini never have time for other crops)?
I definitely agree with your suggestion on the price value.

As for your second suggestion, the point of pollen is that its entirely viable for Apini to harvest enough to make enough honey to solely survive on. Thats what I based the production numbers on.


Fair enough, but the value of the pollen needs to come down because right now its more viable to just grow pollen and mass sell it at near by towns than it is to wait for the honey to ferment. Also are the honey capsules a fermenting vat essentially for mechanics? The Apini never interact with them even with cooking or crafting at max priority and enormous volumes of pollen available.

7
Outdated / Re: [A16] Apini – Playable Bee race 🐝
« on: April 23, 2017, 12:20:14 AM »
Pollen needs to be valued less. One large harvest can bring in 20-30k pollen. At an average of 1.25 per that's 37,500 silver.

That is absolutely ludicrous for what it is man; maybe reduce the market value to a base of .75 and increase the plant growth time(it grows so fast my Apini never have time for other crops)?

8
Mods / Re: [Mod Request] The Brood
« on: April 15, 2017, 03:37:08 AM »
I like that idea and it sounds really intresting but i wish i knew how to make a mod :D

Honestly with what I understand about Rimworld this mod would be really simple. First version could literally just be creating new pawn types with a single new art asset for the pawns(could be poorly drawn), all the other mechanics are part of the base game; and then offering it as a scenario with scenario limiting what you can research. The only thing missing is a queen pawn type and a drone pawn type; the rest is already in the game.

9
Mods / Re: [Mod Request] The Brood
« on: April 15, 2017, 03:34:40 AM »
Have you seen the Apini race of bee people?

Yes; but they don't have a queen, so while I am playing it I am kind of hoping either the mod author caves and adds a queen OR someone makes a mod like this.

10
Mods / [Mod Request] The Brood
« on: April 14, 2017, 10:08:03 PM »
Change colonist pawns into bug people. Normal pawns are controlled male or female drones(not workers*). They start with a "queen egg"; queen egg hatches into a queen in a year after landing, which is how much time the player has to provide it with a nice dark and warm room for it to lay the brood. Queen will lay brood in the area its penned in but is not a colonist but rather an animal pawn.

Spawned pawns from brood come every year(gestation time for each egg). Most will be dumb labor workers that haul; some will be warrior-bugs, rarely a new drone will spawn; 1 in 1000 eggs will be a new queen.

So to break this down.

The Brood can be modeled after termites rather than ants or bees; with the queen serving the workers rather than the other way around.

Drones are different from workers; they are in "Brood" hierarchy; intelligent independent workers. They will be your typical colonist pawns mechanically.

Workers are not drones. They are akin to dogs for hauling. Normal taming of other animals would be disabled for balance(and challenge). (Scarab?)

Warriors are not drones either.  They are akin to wargs for fighting. (Megaspider?)

Queens are not drones. They will be like a permanently fertile tortoise or chicken. Constantly laying eggs. (Modify the Megaspider art?)

Instead of technology; the hive would build their bases of wood, cultivated resin, and stone. They'd use the Warriors in place of weapons, although the Drones could wield tribal technology and any guns they find. Power armor should be incompatible with drones for challenge.

Let me know what you guys think and suggest anything? I hope someone makes this.

11
Mods / [Mod Request] Cloning Vats for mass production biological lifeforms
« on: November 19, 2016, 03:27:35 AM »
Pretty simple.

Require a glitter world medicine(or add a craft-able alternative like a "culture precursor"), meat from the animal you want to clone(>25% of the meat you get from butchering it), make success dependent on medicine skill. Gate behind advanced research towards the end of the tech tree.

Take the art assets of a Cryptocasket for placeholder; create unique asset later.

It should be able to clone any of the base game animals(including humans; but at the cost of two medicine; <75 %)

I came up with this idea after realizing you can't breed certain animals such as Megaspider; desperately want an army of them.

Clones come pre-tamed/join the colony.

Potential Balances for cloning humans include gating it behind additional research, giving them a high chance of having at least one severe negative trait, and requiring a higher skill level for successful cloning attempt.

If anyone wants to do this let me know! I'd love to see what you make of this.

12
Ideas / Re: Faction "fear".
« on: May 13, 2016, 05:44:55 PM »
Basically, the more impressive a assault you successfully repel, the more factions should fear you.

Fear would result in larger raids that were less frequent, or, eventually, a overture to peace. Of course, you'd be able to refuse.

I feel like Fear should determine how much of a negative relation you can have and be at peace.

I think Tynan should at some point develop a faction diplomacy module. Fear, Anger and Threat should be factored to determine whether or not a faction attacks you.

Fearful factions should suffer morale penalties for their raiders, whereas angry factions will constantly send raiding parties, and threatened factions should send larger raids.

Essentially you can make a Faction anger and feel threatened and it will start sending raids more frequently and with greater intensity.

Then if you repel those raids they gain fearful mood debuffs on raids that cause certain penalties to their firing etc. Bonus if you wipe out the entire raid. The more fearful a faction become the smaller the raids unless they also feel highly threatened, in which case they will use their stock piles of artifacts on their raids(surely they have a few?)

13
General Discussion / Re: Hottest planet seed? (A13)
« on: April 25, 2016, 08:07:35 PM »
Whats the hottest seed you have found so far?
I found one with 36.1 using the seed "heat" (Original right?)

Anyone have anything hotter?

I don't know of anything, personally I think this game needs a "Badlands biome", where during the day map is just on the edge of things bursting into flames, and during the night strong winds chill it to the hypothermia inducing temperatures. The challenge of the biome is balancing your delicate temperature management situation.

I.E: The extreme desert biome isn't all that extreme in my opinion

14
General Discussion / Re: Insect Hives for Defense
« on: April 25, 2016, 05:25:24 PM »
*giggle*

My second defense is gonna bug some people.

It bugs me already.

15
Ideas / Re: A problem with Ice Sheets biome...
« on: April 24, 2016, 10:23:25 PM »
In the winter it is so cold that travelers and traders fall over dead in the fields.  I have 9 bodies out there right now.  While it is nice to loot traders, it feels pretty broken.

Edit: I should probably mention this was the coldest spot I could find on the entire map and it gets to -114F.

This is a bug. Tynan has said so. Its been mentioned in other threads. He will probably fix it in a hotfix soon.

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