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Messages - Redshadow

#1
A10's out. This mod's main... 'feature', could happen without intervention, and fulfill the new 'joy' requirement
#2
Quote from: Orion on April 08, 2015, 12:15:26 PM
Quote from: Redshadow on April 05, 2015, 07:38:43 AM
Was playing this mod and i came up with a few ideas(again)
I was thinking about some of these as well. Particularly PAL being able to "snap" and turn against the colonists. But after a long time of thinking about it I decided that it's not making it more fun for the player in the long run. Also having the mechanoids work for you is already a big boost, while having to maintain PAL is already quite a burden. Stretching it even further probably won't improve the experience.

That's why i suggested that it turns on you after the network sustained enough damage. It'll be something that players have to keep an eye on &, well, maintain.
But how about - Something like a mechanoid hacker(a unit that tries to get to your PAL network to corrupt it & make it go all insane on yo'). Or a transmitter(which could be an event like the Mechanoid Terraformer mod, it drops down and slowly makes your PAL more hostile towards you the longer you leave the transmitter transmitting)
But if not, then it could merely be a dev menu launched event.

Also another thing that i thought of when reading the comments. Making the PAL into an opinionated personality, in a sense...
What i mean is, people can talk with it, and it builds opinions based on those interactions (if the colonist is Abrasive, he's basically just walking around with a crosshair on his head). Colonists the PAL likes will be protected & treated by controlled doctor bots & other positive things, but if it doesn't like a colonist it'll make it known by occasionally trapping them in places that they won't survive for very long in (such as trapping them in an empty freezer, or in a room with an enemy). Or outright attacking them.


Anyways, thought i'd report something, whilst i was playing there was an animal inanity wave, and it made all my Scythers go insane for a couple of seconds, gutted my only colonist pretty good, locked him in a saferoom and waited until all the scythers calmed down before letting him out again, he survived & got healed by a scyther doc, so yeah... All was cool.
Just thought i'd report that the mechanoids can be psy-waved. I think it's a pretty cool feature though.
#3
I simply stated a few ideas, i never stated 'ADD ALL OF THESE'.
Please understand the difference between demand and suggestion.
#4
Was playing this mod and i came up with a few ideas(again)

-PAL core health-based insanity, basically the more beaten up the PAL network & its existing mechanoids/buildings become, the more chance it has to spark an undeclared event 'PAL insanity'.
-PAL network degradation. Just does a point of damage to a random PAL building every so often(it'll emphasize the requirement of maintaining the network, if you want to avoid PAL insanity)
-PAL appliance operator. adds a new slot system similar to the PAL's pre-existing '# out of # mechanoids controlled'. But instead of mechanoids, they control various PAL-based buildings.
-PAL door. If an enemy is nearby, the door locks itself, pretty basic, right? But if PAL core insanity is ever added then one of the first signs of that could be doors occasionally locking if colonists are nearby/opening when enemies are nearby and letting them through
-Turrets operated by PAL, they'd be suprisingly powerful, but require a PAL link to be below them(as all other PAL buildings need). The turrets start malfunctioning(attacking random pawns, or generally not attacking anything) if the PAL core goes insane.
-Speaker buildings that can be placed anywhere on a PAL link, they talk to nearby colonists and give them mood buffs(the vanilla social buff), but once they get below a certain % of health, they give off the debuff version(since the speaker's damaged to the point where it's just making really high pitched noises)
-PAL Psychic emitter. Adds a small positive psychic effect to your colonists(also effected by psy sensitivity traits) and adds a small negative effect to enemies(maybe increases in effectiveness they longer they stay in the area). But PAL insanity flips that the other way and makes enemies happier and colonists more likely to break.
-PAL Neural Core(Building & Brain implant). similar to the PAL core, but instead of controlling bots, it controls pawns with the implant. It could be a way to force recruit a prisoner(Turn them into a remote control human)
-PAL drones. Wasn't really sure what i should call them, but anyway. I was looking for stationary pawn that is basically a colonist, but can't move & doesn't need any kind of food or rest. Good for using things like mortars, even placing them behind cover and giving them guns so they can defend your colony for you.(Also has mental breaks when PAL goes insane. Could also be a nice way to use the mechanoid colonist texture you were given, too)
-PAL Core Nexus. 2X2 PAL core building that has two(or more) times more bots being able to be controlled. VERY very expensive though
#5
Quote from: hulksterr on April 05, 2015, 02:30:14 AM
To install this, do I just need to download the files and put them in the mod folder? Or to put the droid download in the base folder?

I think you'd benefit from reading the 'How to install and update for all mods' thread at the top of the Releases list.
#6
Quote from: Zorroexe on March 31, 2015, 01:01:01 AM
Is there any intention of allowing us to utilize the weapons of the mechanoid we revive?

Heavy Massive Hualing job for Centipede? (carry 3 to 4 slots of different items at once)

But how would they lift items? They're basically metal slugs with hundreds of tiny legs, and probably some stubs on the sides to attach miniguns & incendiary cannons to them.  But if there's some augmentation you could give them (like connecting bionic arms to those stubs) then that'd definitely be something they should do(the multi-hauling thing).
Just pointing out the only flaw I see with this idea.
#7
Was playing around with this mod today and I thought 'hey, wouldn't it be fun if I started off a colony that already had the airborne virus'. I tried to execute the Virus Airborne incident via the 'execute incident' dev tool and it did nothing, I'm running quite a few mods alongside this mod, but none of them appear to be conflicting with this mod.
Anyways, in short: I was wondering if there was another way to force the airborne virus incident to happen. Either that or does the incident not have an alert(the red/yellow/blue messages on the right middle corner) and I've been triggering it this whole time without noticing?
#8
Well, in which case. I have the latest update. Guess i'll re-install it again, just to make sure

-edit
Yeah, it still doesn't work for me, but i'm not running the latest Rimworld. I'll get around to updating that.

-second edit
Turns out I can't update rimworld, my email provider automatically deletes emails after 3 months, so I've lost the download link  :'(
#9
I use the latest available one, there isn't a link to 1.03f
#10
Just a quick report of a possible issue, when i'm ingame and I place down a PAC core, it all works fine, but when I load the game with the PAC in, it fails to load the save and I get the usual broken screen with distorted HUD elements, i'm currently running version A9 722, when I get around to updating i'll let you know if it was just a version incompatability
#11
Also, I forgot to add this in my original idea post, but-
-Angry Corpse storyteller, uncommon standard bad events, but more frequent events like the random colonist joining & such, and does zombie events progressively more frequently.
-Unrelenting Corpse storyteller, is the same as above, but sends in zombies even more frequently(a couple of zombie events per day), so it's a real sense of urgent survival that'd force players to iron out any flaws in their defence quickly, or face the overwhelming horde knock down their doors and eat them all.
#12
Second time trying to write this, some ideas for ya'
-Rotting zombies, actual rotting doesn't do anything beyond normal damage, it'll be like cataracts for eyes, but for every non-prosthetic limb/body part
-Gas zombies, they're normal zombies but after being dead for a couple of minutes, they explode into a cloud of gas that makes breathing & seeing difficult for anyone/thing inside the cloud, just an idea I took from every corpse that's exploded(irl)due to internal gas buildup
-A very rare trader melee weapon that's basically just a syringe, but has 100% chance to infect someone with the virus(the opposite of what everybody here's been asking for(a way to remove the virus from someone), aw yeah, anti-mainstream.. ism?). I feel like it'd be a pretty nice addition, & it'd help a roleplayer to make a 'zombie laboratory' colony that'll go to hell(which I intend to do eventually)
-Zombies are more flammable than humans, but take less damage from fire, meaning things like flamethrowers/molotovs are good ways at killing them if they're not able to run & hit you instantly, because if they can it'd be just amping up the damage the zombie deals to you(I think melee from a burning pawn does burn damage to the thing it's attacking)('Cause whynot?)
-A very rare zombie that regens all its limbs except for its head/brain & keeps coming back to life until its brain is destroyed, thus emphasizing on the old 'gotta shoot them in the head, or they'll keep coming back'(could also be two variants, one that takes days to get back up, and one that takes minutes)
-Weaponized rotting meat, is like a grenade, but it stays in the same place for a couple of ingame hours, and lures all nearby zombies to it. Can be crafted at butcher's table for a couple of meat of any kind, but once it's thrown, its weapon disappears(like the Doomsday rocket launcher)
-Typically more of a steep scale of zombie items, such as, if a zombie spawns in with tribal gear he's unlikely to have anything else good, but if a zombie spawns in with a power armour helmet, he's typically going to have a whole bunch of other powerful apparel too. I think that'd somewhat cover the need for 'mutations'. Just standard weak zombies and occasionally fully decked out zombies that don't take 'no brains for you' as an answer.
#13
Quote from: SupremeSoviet on February 21, 2015, 04:00:28 PM
So I have this mod in the epyk pack how do you build the Stargate?  And what is its actual function?
Have you, uh, have you read the description of the item? It allows you to send resources & colonists to other colonies.
It's similar to the Drop Pod system, you put colonists into it by drafting them and sending them next to it.
Once they're in the stargate, you can build a stargate in any other world and call them back out to be used in your colony
#14
Quote from: elStrages on February 19, 2015, 07:28:05 PM
At this rate I will have to make you co-modder lol :D
All great idea bud, I will add them to my list.

Thanks. After seeing the new update to the Rim Effect mod w/ its shield that allows for ranged weapons to be fired out of it, I've reconsidered my 'Cyber version of Nano shield armour should be a slow healing armour' idea, and originally I thought that a shield's 'Don't allow weapons to shoot out' part was hard-coded, thus making something that doesn't have that same property somewhat impossible without an extensively vast amount of coding, trial & error. In conclusion, maybe a Cyber shield should exist with a -50% efficiency (both recharge rate and max charge) but allows for ranged weapons to be fired from it.
#15
Quote from: Rathael on February 19, 2015, 03:58:05 PM
Hmm. Now that I think of it, you might want to make Bionic, Nano, and Cyber all distinct sets from each other instead of a straight upgrade. I tend to skip past the first two and go right for the Cyber stuff since it is always better.

With the new changes to surgery, the possibility of catastrophic surgery results will make people want to do the fewest surgeries possible and even more people will probably just wait until they have access to the cyber implants.

Something like:
Bionic = Worker Upgrades
Nano = Melee
Cyber = Ranged
Might work out okay. They would each upgrade some of the same things, but with a heavier emphasis on each category? Nano would have heavier armor and melee abilities, Cyber would be good for speed and ranged abilities. What do you think?

Was thinkibg to self 'So my previous sugguestion of shielded armour could be the nanotech armour. But what would be a good cyber-grade version of a Nanotech sheild generator implant/generator armour? Oh, maybe either just a significaltly better one, or a device that either stops wounds from bleeding, or uh... Maybe a random chance to heal a wound every ingame hour/half-day/day, but it's 100% chance to be 'poor treatment' every time.'
*couldn't help self from typing out thoughts*

So yeah, I couldn't sleep and i just-so-happened to have a device capable of writing this. A few other random sugguestions
-weapon that stuns a target, and decreases conciousness slightly, but the effect is stackable.(kind of like a psionic wave gun, the more the recipient of said waves is receiving said waves, the more they'll be disoriented and maybe eventually when consciousness hits 0% they become incapped/go mad(Maybe binge drinking, even... for whatever random , somewhat comical reason)/go braindead.
- an implant that heals somewhat poorly, but heals the pawn that has the implant nonetheless
- Maybe some psychological manipulation implant, could maybe allow a colonist w/ the inplant to not just arrest people, but induce mental breaks(maybe even pick which one they have. Maybe also have a chance to damage the brain of the person inducing the break based on a will-to-breakingpoint ratio)(or just add a -45 mood effect to people shooting at the person with the implant)(or both..)
-implant that gives the colonist the ability to perform doctoring without medkits as though they were using medkits, maybe also allow surgeries withour medkits
-misc. profession-specific implants, like deployavle Scissorfingers, which adds a + to plant skill(yes, edward scissorhands referece...)
Hope I didn't bore you with my relatively unconventional & virtually impossible-to-make-happen ideas.