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Messages - MarcTheMerc

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I Live!!!
Updated to 1.1.
The EXO-19 has been removed due balance reason but may return in the future, overhauled.
Mercs are now rocking a new symbol on the world map.
Fixed issue of single base generation.
Keep me posted about any bugs or issues.

(29/10  update)

Removed Twisselers fully.
Nerfed Pistol.

Added Exo - 19s Mechs.
Added Brimstone Inferno Troops.
3 new weapons.
Renamed Multiple Guns/Mercs.

Update to B18.

Ideas / Re: New Types of Mechanoids
« on: July 13, 2017, 12:05:32 PM »
Those pictures are really awesome. I feel like I kinda need them in game now.

A17 update
Two new enemies
1 new gun
Same old Mercs.  ;D

Weapons are supposed to be deadly aren't they?
The only fair way for balancing a weapon is to give it to your opponents as well.

Well I can confirm you can both get them.

I have added some more images the weapon image is a bit outdated but the mechs are their along side the giants.
However I have recently found my self short on time to work on the mod because I have been developing my own game.
Finally to answer the balance question I have balanced the gun over several iterations of feedback from the community however it may be a bit off center.

Presumably rimworld people have been through so many generations of genetic modification that they're only nominally still human anyway.
Lore explicitly says humans have not been evolutionary changed. they have not been changed be evolutionary pressure, nor been modified.

Actually the lore of the game says the complete opposit "Beyond the technological diversity of our species, there is also a broad biological diversity. Some populations have evolved under the selection pressures of pre-industrial life or on a world of great heat or cold, or high or low gravity, or even worlds bathed in the toxic residue of hyper-destructive wars. Though almost all such xenohumans (as they are called) are recognizably descended from the original Earth stock, their morphology is highly variable. Some are giants; other are tiny or squat. Some are dark; others pale as snow. Some are hairy like animals; others perfectly smooth. Diets, dispositions, and chemical and radiological tolerances vary significantly." -

Releases / Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
« on: January 08, 2017, 02:49:33 PM »
I keep getting errors when building things.  if i had to take a guess I would say its failing to spawn 'Stone Grass'

Exception ticking StoneGrass69920: System.NullReferenceException: Object reference not set to an instance of an object
  at CaveworldFlora.GenClusterPlantReproduction.TryToReproduce (CaveworldFlora.ClusterPlant plant) [0x00000] in <filename unknown>:0
  at CaveworldFlora.ClusterPlant.TickLong () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0

Releases / Re: [A16] Rimsenal v0.85 : Meatballs of death edition
« on: January 08, 2017, 02:46:15 PM »
Wow the ogron looks awesome and at the same time makes my giants look woefully inadequate +1
must say it gives me fallout super mutant vibes.

General Discussion / Re: [Art] More of those Colonist Drawings
« on: January 04, 2017, 09:11:20 PM »
Wow thats impressive. my favourite dietrich seems to reflect rimworld the best.

No. This is an idea that only enforces stereotypes.
Whats so bad about that? I mean, the stereotype that men are stronger is true. Also, Skill is PART of it. You might be an amazing swordsman, but if someone has twice your strength, its an uphill battle, even if they aren't the most skilled.

Dark souls is a good example, where many monsters aren't per-say skilled, but are strong enough they can shit all over you unless you have immense skill.

As much as i love dark souls, from a martial standpoint chosen undead, ashen one, etc (regardless of how good the player is) is not a good fighter infact they are actually a bad one. Furthermore a major point in dark souls is age, gender, etc have no effect on combat.

Releases / Re: [A16] Orassans
« on: January 02, 2017, 12:07:07 PM »
seems like the orassans enclave doesn't have any settlements in the new a16 world. will there be a new addition to the mod regarding the base design of orassan in the future? that would be great!

You can spawn them in as a known faction if you really want them however, be prepared as Orassan are of a greater technological level then even the Blood Talons Mercenaries (of the Talons mod)

I saw that and take it as a challenge.

Please do ;D

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