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Messages - Kirmz

#1
Ideas / Active Caravan
January 03, 2023, 01:39:03 AM
I'm thinking of a mod that puts your caravan in a 100x100 map box and makes the ground scroll underneath your caravan as it travels. It would probably need a new map generation method, something that can procedurally generate a whole planet but just buffer the 300x300 around your pawns. Who knows what you could find?
#2
Ideas / Mod Request: Storyteller - Cave Johnson.
January 18, 2021, 06:55:50 AM
It basically writes itself.

Cave Johnson : Those of you who volunteered to be injected with praying mantis DNA, I've got some good news and some bad news. Bad news is we're postponing those tests indefinitely. Good news is we've got a much better test for you: fighting an army of mantis men. Pick up a rifle and follow the yellow line. You'll know when the test starts.
#3
Ideas / War Pigs need to be a thing.
July 27, 2020, 03:34:13 PM
From wikipedia:

War pigs are pigs reported to have been used in ancient warfare as military animals, mostly as a countermeasure against war elephants.

In the first century BC, Lucretius[1] noted that humans may have attempted to launch wild beasts, such as lions or "savage boars", against the enemy, but with catastrophic results. In 272 BC, it was recorded that the Romans used wild boars in their fight against the war elephants of the Tarantines.[2]

According to legend recounted in the "Alexander Romance" by Pseudo-Callisthenes,[3] Alexander the Great learned about this "secret weapon" against war elephants from Porus in India.[4]

Pliny the Elder reported that "elephants are scared by the smallest squeal of the hog".[5] Aelian[6] confirmed that elephants were frightened by squealing pigs (and rams with horns), and reported that the Romans exploited squealing pigs (and rams) to repel the war elephants of Pyrrhus in 275 BC. Procopius, in History of the Wars,[7] records that the defenders of Edessa suspended a squealing pig from the walls to frighten away Khosrau's single siege elephant in the sixth century AD.[8]

Historical accounts of incendiary pigs or flaming pigs were recorded by the military writer Polyaenus[9] and by Aelian.[10] Both writers reported that Antigonus II Gonatas' siege of Megara in 266 BC was broken when the Megarians doused some pigs with combustible pitch, crude oil or resin, set them alight, and drove them towards the enemy's massed war elephants. The elephants bolted in terror from the flaming, squealing pigs, often killing great numbers of their own soldiers by trampling them to death.[11][12] According to an account, Gonatas later made his mahouts keep a swine among elephants to accustom the animals to pigs and this practice was immortalized by a Roman bronze coin dating back to his time, which showed an elephant on one side and a pig on the other.[13]
#4
This is... it's too much man too much too much.
#5
What option or variable do i need to set or thing to do to get the build copy (of the active item)? Thanks.
#6
Mods / (Request) Vlad the Impaler stakes
May 23, 2019, 01:43:12 AM
For impaling raiders. Debuff if seen, big debuff if the impaled raider is still alive.
#7
Unfinished / [1.0] [wip] Rimworld Civilization
April 24, 2019, 02:50:24 PM
ABOUT: So I had the idea for this mod years ago. I wanted a game that was like Civilization on the world scale, but like sims on the small scale, with a rome total war style combat. Well, rimworld is about as close as you can get. I tried building a world mod from scratch, it was getting promising (think a Hardcore SK lite worldbuilder, no combat mod shredding the load time. msg me if you want a copy of it.), but then I found this hardcore SK mod for ver 1.0 on github that already had all the content I had pretty much planned on making (and dispossessed me of lot of the bugs my mod inherited from using 0.18 content on 1.0), it just needed a civ style tech tree, which survived my first mod. Replacing the main tech tree was probably the hardest thing about this mod. It's too big a job to do in one pass so all sorts of bastard hacks were needed during the change over to keep the whole thing from blowing up. Had to make a few compromises on the tech tree to make it work with the research ui mod.

Waiting on permissions to post, so here's a taste to whet your whistles.

[attachment deleted due to age]
#8
Can this be done?
#9
Unfinished / RimCiv - Caveman 2 Cosmos
January 03, 2019, 12:57:04 AM
Built a caveman to cosmos type tech tree. Am integrating it with Hardcore SK for v 1.0.2059. Is going well. But will need new content till fill it out.

So far in testing, the game really forces you to be nomadic until you develop agriculture. This first big change you'll notice is to research. The first research building is a bonfire instead of a desk. Which puts colonies in warm environments at an early research disadvatage, and it disables research during heatwaves. Depending on your start,  you may not even be able to build shelter or hunt. You may infact be at the complete mercy of your environment.

New scenarios!

        Justice's world
   
   A lone man in black arrived just as the sky beam stopped. In the ruins he found the corpses of over a dozen, and several melted cryopods. Nearby was the corpses of five people  surrounded by tents and supplies and weapons. What happened here?
(cannibal start, but they sky beamed themselves in the ruins, leaving thier stuff and some nicely refined gold)
   
   
   Hammond's Nation
   
   Naked and alone, you find yourself in the middle of the desert, and it's hot. You managed to find some ruins with some pods in them. Opening the first one you find a frail old man wearing heavy body armor. the other pod opened and a large man fell out, vomiting all over the floor, dropping his machine gun. You killed them both, took thier body armor and their .50 LMG and set out into the desert.
(naked and alone start in a brutal desert, strapped with armor and a .50 light machine gun.)

[attachment deleted due to age]
#10
Ideas / Re: Your Cheapest Ideas
November 20, 2018, 07:32:49 PM
Script that alphabetizes your defs

Most thing/recipedef etc are a chopped up mess where none of the data is in the same order or place from one item to the next in the same file. A script that could pick through your mods and re-order the lines and the sub-categories like statbase/ingestible making mods a lot more readable and not such a headache to work on.
#11
Ideas / Suggestion: Presentience mod
November 18, 2018, 04:47:19 PM
A mod where instead of a tribe you start out as an animal, eat, explore, mate, do animal things, build up a pack, lead them, eventually find a monolith that turns your pack into a tribe... or let yourself become domesticated and live fat and happy in ignorance (maybe make domestication a force acting against your evolution)
#12
QuoteAt the end of August the official update of Rimworld B19 "Polish the cannons" was released. Our team decided to start studying the changes and then start work on the transition to a new version. In the process of studying the changes, we became clear that it would a hard update. A lot of small to significant changes, refactoring, literally in everything. Its noticeable that the developer of the game was really preparing for the release, a lot of work has been done and in some places the function debug has already been removed.
We are in the process of updating to the latest version, we hope to release the first B19 update next month.

After off. updates, the installer has stopped correctly to start the game through the Steam "Play" button. This error will be corrected, nearly the update on B19. Temporarily start the game in another way.

HCSK team

Up until I found your mod I was working on my own... until I saw how much work a total replacement mod for this game would be (and that others have already done it as well if not better then I could.) And long story short, you're welcome to use the tech tree I came up with. It's pretty tight, defs are sorted in order from top left to bottom right in the researchdefs to avoid the whole performance hit of using one of the research mods. Anyways here's a preview if you like it msg me i'll send you the code.

Still lots of room in the later part of the tree for stuff.

[attachment deleted due to age]
#13
Unfinished / Re: [0.19.2009] Rimworld Earth - Tech tree.
September 30, 2018, 03:56:33 AM
>You seem to be missing wonders tehe

Dude... You just gave me a bunch of ideas! Thanks. The first one I thought of was: Ancient battery and Arclight. You'll need pottery, zinc, and copper. But you'll need wine that has spoiled (into vinegar) and you won't be able to make that wine yet so you'll have to find it through trading. It'll provide enough light to power an arc light that can light up a big room and give a massive boost to said room.
#14
Unfinished / Re: [0.19.2009] Rimworld Earth - Tech tree.
September 27, 2018, 05:40:10 PM
No is work in progress.
#15
Unfinished / Re: [0.19.2009] Rimworld Earth - Tech tree.
September 27, 2018, 02:10:00 AM
Can't get it to play nice with the ResearchTree or ResearchPal. I mean, it works, but the order is a bit of a mess.