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Messages - krinkels69

#1
Unfinished / Re: Necromorph Mod [IN PROGRESS]
September 07, 2018, 11:49:09 AM
Hey guys sorry that it's been a while, this mod is STILL being developed although I had taken a break to focus more on real life stuff.

If all goes right it shouldn't be too long anymore before release =)
#2
General Discussion / Re: Rimworld music
September 05, 2018, 11:38:36 AM
I'm not sure if he's inspired by any of those OST's but the guy himself (Alistair Lindsay - https://www.imdb.com/name/nm1371276/) certainly has been around long enough in the industry to have been inspired by it, not only that but he's also been doing scores for games and such since 2004 if I see correctly. I think he's contactable enough in various ways to ask him :)
#3
General Discussion / Re: Overkill Pirate Raid
September 05, 2018, 11:35:26 AM
I guess it's a decent idea but  then again, even if I had made it out there without being blown to smithereens they would have quintuple nuked my homebase turrets and destroyed pretty much anyone inside, I don't need to explain the lethality of doomsday rocket launchers I guess :P
#4
I haven't played Naked brutality yet... I'll probably keep it that way ('^_^)
#5
General Discussion / Re: Overkill Pirate Raid
September 03, 2018, 06:29:40 AM
I like the ideas but sadly enough I wasn't really far enough in to have a stash of any powerful weapons on hand yet :(

I'll keep it in mind though, thanks =)
#6
General Discussion / Re: Overkill Pirate Raid
September 02, 2018, 04:03:51 PM
For some reason this happened on Phoebe Chillex although it was on rough difficulty. I couldn't savescum either because of iron man mode :p

Sadly enough no allies either hahaha
#7
General Discussion / Overkill Pirate Raid
September 02, 2018, 03:09:40 PM
Hiya

I just had an event with a runaway person asking for refuge, I said yes because I was pretty sure my turret line could hold off 15 pirates along with my 10 colonists armed with Assault rifles.

Long story short; my entire colony got wiped away by a quintuple strike from doomsday rockets in a single salvo, the man in black couldn't really do much. Those who were left alive (3) were all kidnapped.

My question now is: isn't 5 of those doomsday rocket launchers a teeny weeny bit overkill? I mean, not like I can just rush 5 of my people in melee and expect them to reach them in time whilst being shot by other 10 Pirates. Does anyone have an idea or tactic to avoid this sort of utter decimation? :P
#8
I think I found a bug, apparently some of my prisoners are now engaged to eachother. Is this actually supposed to be possible or is this something yet unfixed? I'm not sure whether anyone has mentioned this before but I don't feel like checking out the entire thread :p
#9
Unfinished / Re: Necromorph Mod [IN PROGRESS]
February 15, 2018, 10:41:24 AM
Good to hear that! :)
#10
Unfinished / Necromorph Mod [IN PROGRESS]
February 14, 2018, 12:11:47 PM
Hello everyone and especially the ones who had been asking for a Necromorph mod for Rimworld. We just finished the textures and here's a sneak peek at one of our models.

https://imgur.com/DHg1M4f

The example is a small, fast Necromorph with speed at about 1.5 times that of a normal pawn.

We will make 2 more Necromorph types for the time being and perhaps add more later on.

#11
I began by making my own mod. It was a staff with Pepe the Frogs head on it and it  shot 'REEEEE' balls of fire with the REEEEE sound effect on it. I started it by just editing existing files, knowing C# is a bit more advanced so I suggest you study up the basics of programming before you start with making stuff like that yourself to avoid loads of anger and frustrations. Good luck with the mod. :)
#12
Mods / Re: Necromorph mod for Rimworld
January 21, 2018, 02:23:16 PM
Quote from: corestandeven on January 20, 2018, 04:33:30 AM
This would be great as a mod, but even better if it were in vanilla. Given that we now have tech added in vanilla that can bring recent pawns back to life I dont think it is too far fetched to have instances where it goes wrong. Perhaps pawns that are left a little too long come out screwed up? If this happened enough times on an entire world you could have a small faction where they have banded together - an outcast faction who hate the regular 'living'. So i think it would be compatible with the current lore.
But if this is just a mod I look forward to seeing it.

Well we only considered doing this since the code needed to resurrect was implemented, like I said, we can code but we're not gods and believe me, implementing code like that is very tedious and difficult (kudos to the guy who made the zombie mod that pulled it off before Tynan made the code for it)
#13
Mods / Re: Necromorph mod for Rimworld
January 21, 2018, 02:21:30 PM
Quote from: Festen on January 19, 2018, 11:29:47 AM
Here are some ideas :

Several ennemy units to go with the necromorph like some cannon fodder ans some tanks that are only here to give the time to the necromorph to do his deed
If you make it a melee fighter a regeneration factor
If ranged try to see if you can give him a sort of disease status to his attacks. I have played a mod that's add tyranids (from the game workshop game Warhammer 40K if you don't know what they are) where they ranged attack cause not only nausea, but wounds that need constant treatment because they tend to reopen
I remember and old mod from a previous version of the game that added an ennmy pawn with a kind of stealth factor, meaning that turrets could'nt attack him. You could make your necromorph a sort of shadow if this is possible.
Well that all of I can think of it for now, don't know if this idea are to your liking or even possible. Good luck with your mod

We currently have planned to make 3 variations on the Necromorph:
- Standard necro with 50/50 speed and attack and average durability
- Tank-like necromorph with low speed and high damage and durability (a bit like the centipede mechanoid)
- Fast and agile necromorph with high speed, low damage and durability

Also, we consider keeping them melee only since their status as 'resurrector' of the dead makes  them rather dangerous to begin with. We might make a hardcore version where there may be a ranged variety as well.

Thanks for the ideas, they're quite inspiring really :)
#14
Mods / Re: Necromorph mod for Rimworld
January 21, 2018, 02:17:27 PM
Quote from: Albion on January 19, 2018, 06:34:36 AM
Quote from: krinkels69 on January 19, 2018, 04:19:58 AM
Aye, I am aware of it. We're going to implement a Necromorph hostile faction with no negotiation possibilities and having the 'Markers' as their factions operational bases.

I would suggest to implement them as a hidden faction like the mechanoids. Except if you want the ability to raid and potentially destroy their bases.

We have the intention of making them a standard faction, not like the Mechanoids since we assume that they are infecting the planet you landed on.
#15
Mods / Re: Necromorph mod for Rimworld
January 19, 2018, 04:19:58 AM
Aye, I am aware of it. We're going to implement a Necromorph hostile faction with no negotiation possibilities and having the 'Markers' as their factions operational bases.