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Messages - Bog

#1
Unfinished / Re: [Mod] Divergence of Civilization
August 21, 2014, 12:37:33 PM
Quote from: Lazarus on August 21, 2014, 07:31:44 AM
Interesting mod really looking for to it being completed.
Thanks. ;D
Quote from: Lazarus on August 21, 2014, 07:31:44 AM
Would like to ask if you are planning on putting in some type of new building/material quirks in since those ages all used stone but also had other materials like marble and when it came to lighting using torches etc.

Not sure if your mod will go to this type of depth but I would say it would be cool to see, good luck in your endeavour!
I've thought about it. At this point though, the biggest hindrance to my mod is the time I have to invest in it. Because of that, the more stuff I try to put in, the longer everything else will take.

On top of that, there are quite a few mods which add new wall types/furniture, but I'm only aware of one other mod that's making a new faction.

For example:

Some of the Mods that add the types of new furniture and walls:
Superior Crafting
The Finer Things -- Booze and Statues
Clutter Mod
Embrasures
Small Walls
Wood Economy Tweaks

The one mod I'm aware of that adds a new faction:
Xandalorians*

*Please tell me if you know of any more.

So in the end, because these new factions only ever attack you (you never visit the other factions bases in rimworld, at least so far) I think it's a better investment for me to try to only work on the faction's pawns/apparel/weapons/etc. and get as much of that as possible out. Adding new walls and things would be cool, but it'd only affect the player's own colony. This mod will leave the colony building side of the game just like the vanilla, but make raids much more varied and interesting.
#2
General Discussion / Re: Randy Random=Phoebe Friendly?
August 19, 2014, 10:29:22 PM
The other day I had randy random give me three raids in less than 5 minutes. I had to deal with 8-10 pirates with only my first 3 colonists.

I had another colony get stomped on really badly, because I had a huge attack that left everybody nearly to their mental break, then got a psychic drone.
#3
Well there's a mod here that does that, but I don't think it's updated for Alpha 6 and by the sounds of it won't be updated until the game is "officially" released. :-\
#4
Ideas / Re: Caveworld origin
August 19, 2014, 01:15:06 PM
Quote from: Coenmcj on August 19, 2014, 12:55:40 AM
Aim/Mood penalty during the day, and give it a buff during the night?
I'm all for that.
Make them sleep in the day and be awake at night too.
#5
Ideas / Re: Make packaged survival meals LESS YUMMY!
August 19, 2014, 01:14:04 PM
I actually think meals should be prioritized not by how "yummy" they are, but rather in order of which one is going to expire first.

Survival meals are naturally "survival food" that should be kept for emergency occasions. A normal meal which expires in just a couple of days should be eaten first for the sake of efficiency.
#6
Quote from: Rahjital on August 19, 2014, 06:41:42 AM
Quote from: Bog on August 19, 2014, 12:07:23 AM
Of course there's a very easy solution to all of this. Molotov cocktails. I just make a stockpile that only gets corpses and shirts in it on a patch of desert/mud/concrete, make sure to disable the home region zone on the stockpile and throw a single cocktail into the middle every time it gets full. The fire will spread and destroy everything in the stockpile unless it starts raining.

Clothes didn't burn in Alpha 5, so I wouldn't blame people for not knowing it can be done in Alpha 6 (it can be done, right? I haven't tried so myself so far)
Ah, you are right. Clothes do not burn with cocktails. I forgot that I used to keep both a spare molotov cocktail and a spare frag grenade by the pile. The cocktails were for the corpses, the grenades were for the shirts.

I gave up on destroying apparel a long time ago. They don't cause "bad thoughts", so there's no real downside to leaving the countryside completely covered in them. ;D

The Crematorium actually makes a lot of sense then, the frag grenades took something like 3 hits to destroy a single shirt.
#7
Quote from: Shinzy on August 19, 2014, 10:13:42 AM
Neeew update! (again)

Adds Craftable early game Powered light armor
(Jumpsuit, Alloy vest, Light powered armor and helmet)
and couple tribal tattoo "hairs" for tribals
yay!

;D
#8
Mods / Re: Modding tips
August 19, 2014, 12:53:04 PM
Quote from: Neurotoxin on August 19, 2014, 06:51:24 AM
Quote from: minami26 on August 19, 2014, 03:29:13 AM
Also take note that making mods largely depend on the hype and inspiration you built upon the entirety of the mod.

My mod might be too large and I admit its very complex. But this is the foundation of my mod and I can't play without it which makes me very happy and always having fun in making my mod and quite frankly im just sharing how I play RimWorld :) basically making mods is sharing and loving the game you play even more. *wink wink

^this, a million times. While all of the above are good Guidelines, someone who is passionate about the game will go through the effort of maintaining a large mod if they're passionate about it and kudos to them.
Both of these posts are great. Hear, hear!
#9
Quote from: RawCode on August 18, 2014, 11:56:51 PM
dont strip bodies you dont want.
Early game players tend to strip bodies to get at the jackets and hats.

Mid game they try strip bodies to replace the last of those with armour vests and kevlar helmets.

Late game they strip bodies to get power armour to finish relplacing all their armour vests.

In the end you likely strip 2-3 bodies per colonist you have, and they all tend to wear shirts.

If your colony has 60 people join it then by the time they're all wearing power armour you might acquire 120+ shirts as well as excess hats and armour vests and stuff without actually wanting to.



Of course there's a very easy solution to all of this. Molotov cocktails. I just make a stockpile that only gets corpses and shirts in it on a patch of desert/mud/concrete, make sure to disable the home region zone on the stockpile and throw a single cocktail into the middle every time it gets full. The fire will spread and destroy everything in the stockpile unless it starts raining.

It's actually really easy. If you want a more "predesigned" version go download a mod that lets them be burned in crematoriums. But I've never actually built a crematorium, because I generally get a free molotov cocktail pretty soon and that's honestly all you need.
#10
Off-Topic / Tynan now has 3800 posts.
August 18, 2014, 11:32:04 PM
I just saw that Tynan has exactly 3800 posts.

*yay!*

It's great when developers communicate with their players.

Awesome.
#11
Ideas / Re: World Gen and added factions conflict
August 18, 2014, 10:08:58 PM
Quote from: Tynan on August 18, 2014, 09:57:07 PM
This isn't really tester-related so I'm moving it to the public forum.
Whoops. ;D

I sorta thought that, but did it anyways. :P I'm sure I'll get more "accurate" in where I put my posts.

QuoteAt the very least when selecting a world after pressing the "new colony" button, it should display which factions are present.
That's a good idea, you're very right. The factions are part of the world, and are intended to be re-used by different colonies in a world and even mutated over world history (if we ever implement that). Not sure if there's any way to get around that. If you're doing work on faction gen, you gotta gen a lotta worlds!
[/quote]I guess I'm now going to be the "creator and destroyer of worlds", making and destroying a new one almost every time I work on my mod.

Muah ha ha ha ha ha!

;D
#12
Quote from: Sakata on August 18, 2014, 08:13:06 PM
Hey Jerethi,
  Does the 'weapon selector' in Armory still work, or is there some way we can have workbenches or some other weapon destruction mod? 
The Weapons Kit Selector doesn't seem to work if you take it out of the Project Armoury mod folder. I'm not the guy who developed it, so I don't know how easy that would be to change.

Quote from: Sakata on August 18, 2014, 08:13:06 PM
My last map, I had a stockpile over half the map full of the neolithic weapons, along with the myriad weapons that I couldn't figure out which I liked from PA.
That's pretty impressive.

In future Project Armoury versions silver value should hopefully directly correlate with the weapon's power rating.

In the mean time, there's a "cheat sheet" on this page (read at your own risk, you it'll tell you specifically what's overpowered) that displays most of the 2.13 weapons with their power ratings.

It should make it easier to tell which weapon is "better" when comparing two weapons. The higher the number basically the better gun, as far as killing potential is concerned. The stats are based on the alpha 5 health system though, so the list is a little out-dated.

Quote from: Sakata on August 18, 2014, 08:13:06 PMEither that or make the traders have a LOT more money... I broke every one of them that came close that bought weapons and still... over half the map with a full stockpile :P
Can I ask how long you've been playing this match? ;D Because that is really impressive.

Oh, and could you post some of the stats from the overview menu in the game? I'm curious how many raids you've fought off. ;D

Beyond that, maybe you should focus on selling the cheapest guns, so you can maximize the amount of space freed up. ::)
#13
Ideas / World Gen and added factions conflict
August 18, 2014, 08:06:41 PM
So when the world is generated it seems to set up all the factions that will appear on that world.

If people only play the vanilla game, that's fine, but if anybody wants to use a mod that adds or changes existing factions then they have to create a new world every time they use a different mod or a mod is changed.

If my development of Divergence of Civilization mod, I've had to make 40+ new worlds. They're easy enough to delete, but it seems to me that the system could be a little more mod-friendly on this front.

Also, in the future I think it'll cause some problems for non-mod savvy people that try to use them. If someone plays on a world generated with no mods then tries to use a faction-adding mod it won't show an error, but when in-game the factions won't be generated.

I don't think it's a "bug" per se, but it could definitely be better than how it is now. At the very least when selecting a world after pressing the "new colony" button, it should display which factions are present.
#14
Mods / Re: Modding tips
August 18, 2014, 07:26:42 PM
hehehe, I've basically gone against everything in this post with my Divergence of Civilization mod.  ;D (well, except the collaboration part)

But that's because even though the nature of the mod makes it take quite a lot of work to make, in the end the concept is actually fairly simple.

In the end though, I'm not making it so that I can get lots of people downloading it. I'm making it because it's something I'd like to play, and more importantly it's something I enjoy making. Whether or not other people like it in the end doesn't really matter to me.

Anyways, you made some very good points and new modders should definitely take notice.
#15
Off-Topic / Re: MEME WARZ!!!!!
August 18, 2014, 07:19:03 PM
Well I know it's not a meme, but I made this image for my forum avatar:




I thought it'd be fun to post it here.