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Messages - Gabe C

#1
Combat realism is partially compatible with the certain file.
#2
Mods / Re: Mustache mod
May 23, 2016, 03:15:53 PM
Quote from: joaonunes on May 22, 2016, 07:57:35 PM
Quote from: HolyWinter on May 20, 2016, 09:30:01 PM
I "Mustache" anyone out the to please make this a thing.

...ehhh? ...Ehhh? 8)

Eheheheheheh xD seriously though... All the pawns look too similar and it freaks me out... They look like clones with different hair and skin colour, no extra features
I would agree with you
#3
Mods / Re: [Mod Request] animal armor
May 19, 2016, 05:25:29 PM
Quote from: Galvenox on May 17, 2016, 06:29:56 PM
no takers? RazorHed?
I could give it a try when I am bored. Unless it involves assemblies, I don't have that much skill in moding this game but I have been working on a game. I just need textures I think.
https://www.youtube.com/watch?v=CNPZSgfALL0
Civ 5 vs my laptop 93C, I will not recommend an acer v-nitro for gaming b/c its temperatures.
#4
Mods / Re: [Mod Request] animal armor
May 15, 2016, 10:21:24 PM
Quote from: Galvenox on May 13, 2016, 05:48:18 PM
I would take that too I guess, I've seen a mod adding animal surgery so in my small mind with zero of modding experience, animal bionics are possible. but that's not what I'm aiming for in this request. although it would be undoubtedly awesome.
I would make it my guys bionic hound.
#5
Mods / Re: [Mod Request] animal armor
May 13, 2016, 04:38:33 PM
Animal Bionics?
#6
Mods / Mustache mod
May 13, 2016, 04:36:39 PM
How about a mod that adds all sorts of mustaches like the Chaplin stash?
#7
Outdated / Re: ([A13]/Rimworld 1135)A1 mod
May 12, 2016, 08:38:29 PM
Quote from: JackeryFox on April 28, 2016, 04:03:55 PM
Will these get a version that supports the new Combat Realism 1.60's ammo system?
I really don't feel like it but I will if you want me to.
#8
Outdated / Re: ([A13]/Rimworld 1135)A1 mod
April 29, 2016, 02:11:25 PM
Quote from: JackeryFox on April 28, 2016, 04:03:55 PM
Will these get a version that supports the new Combat Realism 1.60's ammo system?
I don't (think) i will.
#9
Outdated / Re: ([A13]/Rimworld 1135)A1 mod
April 22, 2016, 03:18:56 PM
A13. ;)
#10
[email protected] Email me if you have any ideas?
https://www.youtube.com/channel/UCp9Z7kZSiRZ7si-PaY28JUQ
Renamed from A1 mod to alter 1 mod could have been after 1 mod but...
Please do not use my sprites without my permission. Ex.( in other mods or anything else.)
____________________________________________________________________________________________
Update 3 Upcoming:
Partial Combat realism compatibility update. (https://www.mediafire.com/?i8pf9mvs5lcm354) 152.57Kb
getting closer to finishing combat realism comparability.
Copper, Beryllium and copper beryllium alloy for minerals and materials.Done in 30 mins

All minerals in total after update. ^
3 different guns + 1 new mineral.
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-----------------------------------

The Leopard comes in 4 different variants and will be released with update 3.
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____________________________________________________________________________________________
Update 2.4
A total of 17 guns 2 different materials 2 dislikes and more coming.
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145.78KB No combat realism yet.
https://www.mediafire.com/?bnfaun360q45uni
Just mediafire for partial updates.
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Combat-Realism compatibility being worked on, at the moment I have 3 guns which will not reload.
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Mitonamial 128x128 is new standard:
Possible Name change

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Guns from the ww2?
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CT73 128x128

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Cobalt iron alloy can soon be craft-able. If I can figure it out.
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Paintball Pistol 128x128

Specs:
Wait and see.
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PGR


____________________________________________________________________________________________
Update 2 Released:
actual size 517kb
129.62Kb
mediafire
https://www.mediafire.com/?x4vuccwhvh597h8
downloads: 10
dropbox
https://www.dropbox.com/s/qgqdhz70smdg5vy/A1mod.zip?dl=0
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NZ1940G 128x128


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Sandstorm XE first (real)128x128

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Cobalt Apache

A high damage smg with a lower fire rate.
------------------------------------------------------------------------------------------------------------------------------------------------------------------
HOCharge

#11
General Discussion / Re: I need help please!
April 21, 2016, 12:01:34 PM
I am making a mod that adds a new difficulty just for fun it is in between base-builder and rough. I am testing it right now, It also adds new guns.
#12
General Discussion / Re: My thoughts
April 21, 2016, 11:49:41 AM
I am getting better at textures.
1st is worst

2nd is better.

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#13
General Discussion / My thoughts
April 20, 2016, 02:43:03 PM
This is the best use of my money because I have been playing the game for around two years.
What are your thoughts?
#14
Unfinished / Upcoming mod
April 19, 2016, 08:06:53 PM
I started to create mods again after this update. Trust me when I say this, they have better textures I am bad at naming things so I might as well call the mod A1. I have already added new guns and a test difficulty in between base-builder and rough. The game would spam the colonies I created with diseases and attacks on rough so for now this is just a test. Thank you for reading and acknowledging this thread.
Releasing tomorrow/ 2016-04-21. just with the 5 guns and I will add more later. Try the L36 which has a rapid fire rate and low damage & accuracy.
https://ludeon.com/forums/index.php?topic=19345.0

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#15
Mods / Re: Mod request disable Mechanoid in ruins
April 19, 2016, 12:27:53 PM
Whenever I see a large ruin I build a bunch of turrets powered by a separate system and get a single colonist to deconstruct the wall. The turrets should be spaced around 4 apart and about 4 of them should work. This is how I do it but there is a chance that someone could make a mod like the one you wanted.