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Messages - Jessi

#1
Quote from: Thirite on October 10, 2016, 03:04:40 PM
That's a good point, realism always should stand aside to gameplay mechanics/balance.
Quote from: eatKenny on October 10, 2016, 02:47:22 PM
Quote from: Thirite on October 10, 2016, 07:38:38 AM
The graphics look really good. Personally I'm not really for the whole "folded a gorillion times katana", though. Historically speaking, the katana was not functionally 'better' than a European longsword. The reason weapons in feudal Japan took so much effort to make was largely due to poor ore quality that required a lot of purification, and also its scarcity (hence wooden armour). The curvature of the blade allowed for a better cut with a swing, but the longsword's sheer length and weight largely made up for the lack of a curved cutting edge. A straight blade also allows for more controlled parries than a curved blade, and this is evident in medieval swordplay tactics. Despite common belief, a katana was perfectly capable of effective stabs; hell, I've seen modern videos of it punching through steel plate. Of course, the European longsword was also fully capable of piercing attacks and typically at a greater length.

To sum things up the katana wasn't a super amazing sword, it had its strengths and weaknesses like many other melee combat weapons.

good point, i guess i got wrong impression from R. Lee Ermey. However almost double the workamount for 0,55 more DPS seems balanced to me.

PS: after some youtube research i will say katana is sharper but more fragile, longsword is more durable. so i guess some extra DPS for katana makes sense, maybe i should also put a higher deterioration rate to katana as balance.

I like that this didn't turn into a pissing match about swords. Also yes, very nice looking mod.
#2
Outdated / Re: [A13] BackstoriesCore
April 16, 2016, 04:39:56 PM
This keeps causing my mods to crash and not load. I can't figure out the issue.
#3
CARLYLE! USE YER STICKEH BOMBS ON THAHT PANZAH!
#4
I'd like to edit existing stories, as I could use Backstories Core and make custom ones, but I like some existing stories and just want to change the body types and some things that get disabled, (As they don't make sense to be disabled to me.)
#5
YES! MUH LASER DRILLS!

And more turrets back! Yes! Blessed be to you Jaxxa.
#6
Releases / Re: [A13] Rimsenal v0.521 : Feralized
April 15, 2016, 07:20:39 PM
Quote from: rooki1 on April 15, 2016, 06:50:18 PM
Quote from: Jessi on April 15, 2016, 12:00:24 PM
Are you working on a fix for the turrets?
It can be mod order problem. Did you installed core mod first?

Is it mandatory? I thought they were seperate mod installs?
#7
General Discussion / Re: Component assembly irony
April 15, 2016, 03:50:02 PM
I think its fine, there tends to be a lot of steel on the map, so as long as you have a nice stockpile and a lack of components it's all good.

It's pretty vital that I use it, considering I have my colonists crafting weaponry to sell on, and traders are few and far between.
#8
Releases / Re: [A13] Rimsenal v0.520 : Feralized
April 15, 2016, 12:00:24 PM
Are you working on a fix for the turrets?
#9
Alright then, another question for you lovely people.

I've got the images as tex and tex.dds files, now, I can open these easily, but I wonder why the feth there are two of each same image? Such as FireC.tex and FireC.tex_2?

Also what's up with backm.tex's? Like the beds having a rave-wannabe cousin and the bed is now neon green?
#10
Will this be updated to A13, the doormats were neat.
#11
I immediately assumed after looking through the Rimworld core files, that these .xmls are a weird creation and I should hate them because I can see no texture files, which means they're contained within something that requires a weirder tool to un-contain them so I can edit them and put them back together, yes?

I want to make weapons and new factions. I cannot do this if I lack the tools. Searching finds me some strange things that take apart .dds and other things, but what do I need?
#12
Really would love some WW2-Era weaponry since Project Armoury died.

MP40, PPSH, Degtyaryov, Thompson, Colt, MG42, Sten M2, Lee Enfield... They're all so good, and my colonists need them some Enfields and Stens.
#13
Mods / Re: [Mod Request] Sandstorms
April 14, 2016, 02:56:39 PM
And whenever it comes along, Darude starts playing and the screen flashes in a multi-colour seizure.
#14
Mods / Re: Add a new colonist to your home?
April 14, 2016, 02:44:37 PM
Aye.

I always make sure to have a proper doctor and one backup, two soldiers, a crafter, and a miner. Crafters are fucking invaluable late game.

Sadly, I do not have a dedicated crafter, just some dudes that dabble, so everything is bad quality. I want to be able to add a crafter, that can ONLY craft well and cannot fight, but there's no up to date Save Editor or anything.
#15
Mods / Add a new colonist to your home?
April 14, 2016, 12:36:58 PM
I never see anyone I like, they either have a trait that makes them worthless or too much of a liability, or they aren't skilled enough/can't learn fast enough.

I want to use something like 'Prepare Carefully' halfway through my game so I can add a balanced colonist, or for there to be a mod where people don't just auto join your colony. It should be a case of 'Hi can I join you guys' followed by 'Hm, no you're not good enough'. Not 'Hi guys I'm shit and now you're stuck with me!'