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Messages - Berengar

Pages: [1] 2 3 ... 11
1
Unfinished / Re: [A16] [WIP] Warhammer 40k Corruption
« on: April 29, 2017, 01:41:03 PM »
Alright seems to work now, but small question. For some reason i cant research any of the new ones like the Manufacturing licence.

2
Unfinished / Re: [A16] [WIP] Warhammer 40k Corruption
« on: April 29, 2017, 07:06:15 AM »
Still cant create a new match, even with any other mod disabled and the load order checked. Something about some random event code.

3
Outdated / Re: [A15] Humanoid Alien Races v0.7 (15.10.2016)
« on: October 14, 2016, 07:42:36 PM »
Looks like its bugged.
Didnt edit anything, just replaced the headsprites. The name is the same.
Besides that, great work! Gonna swarm my wasteland with creatures. :D




4
Orks orks orks orks..

5
Outdated / Re: [A15] - Not My Father - (Starwars Mod)
« on: September 12, 2016, 12:47:53 AM »
No idea what you mean, to be honest. Just offer you the assets, the mod itself is outdatet, and not worked on for over a yeahr  :)

6
Outdated / Re: [A15] - Not My Father - (Starwars Mod)
« on: September 11, 2016, 11:58:06 PM »

7
Outdated / Re: [MOD] (Alpha 8) RIMTROOPERS an star wars overall 0.45
« on: September 02, 2016, 04:17:58 PM »
Sure, do as you want. :) Would be Happy to see this mod live again.

8
Unfinished / Re: Yet another Starwars or WH40K mod - help me choose please
« on: September 02, 2016, 04:13:26 PM »
here is my old star wars mod, hope it helps. :)

https://ludeon.com/forums/index.php?topic=8370.0

9
General Discussion / Re: Question about the Graphics (hands/legs of people)
« on: February 26, 2016, 08:42:48 PM »
What speaks against high quality graphics?
Creating the assets for hands/legs and especially animating them (hands probably individually for every possible action there is in the game) is an enormous amount of work for the artists and a lot of fiddling around programming wise. The way it currently is you can get away with it without having 3 trillion animations. And as long as the general artstyle is persistent, there is no issue with that (at least for most people, I guess).

Dont see why you would need so many detailed animations.. Incase of this artstlye it would be enough to create an walking, sleeping and "working" animations for the hands. Think its more importend to get a bit more movement into the game.. so the pawns look less like lifeless worms. :P

Hrm.. maybe add some basic eye animations to.. just a bit of moving up and down.

10
Mods / Re: [Mod Request] Star Wars Mod
« on: December 14, 2015, 02:13:07 PM »
https://ludeon.com/forums/index.php?topic=8370.0

Here you go.
Stormtrooplerarmor, Scoutarmor, Rebelarmor and a bunch of weapons. Have fun! :)

11
Unfinished / Re: [WIP] Rimworld: New Vegas *ALPHA COMING SOON*
« on: December 01, 2015, 02:04:06 PM »


Try to make the artstyle more vanilla like. Means i will rework all artwork i got until now.. so the hole thing will delay 1-2 weeks. :)

12
Unfinished / Re: [WIP] Rimworld: New Vegas *ALPHA COMING SOON*
« on: November 25, 2015, 03:07:23 PM »


Hey Guys.
Just wanted to say that i'm a few days away from the first realise.
Just need to add a bit more stuff, and do a small bit coding.

Ready:

Armors
1) Metal-armor
2) Leather-armor
3) Vault Suit
4) T-45 Power-armor

Animals:

1) Brahimn
2) Gecko
3) Molerat

Factions:
1) Super mutants
2) Brotherhood of steel


13
Mods / Re: Adding a new biome: Island
« on: November 08, 2015, 04:39:19 PM »
Have done an mod like that, for an long long time. Was fun to play with. :)

Just use the ocean Biome, change it to landable. And Add an new floor that can build on light water.
When you are an graphic designer i would recommend to ad some more watertypes. Like on with waterplants, and some ceatures. But is not needed.

PS: Yeah the wiki is pretty out datet. Here that will help you.
https://rimworldmod.slack.com/messages/modding-talk/details/

14
Unfinished / Re: [WIP] Rimworld: New Vegas *ALPHA COMING SOON*
« on: November 07, 2015, 07:13:27 AM »
Hey

Just want to say that i work at the moment on that mod.
And the first stuff like the power and Iron armor is finish.

But that will need a good amount of time, because i do mostly work on my 40k mod. That is more an side project.


15
Unfinished / Re: Warhammer 40k - An Overall
« on: October 30, 2015, 04:18:21 PM »
@Armorer

Hey. :)

Im not that good in balancing stuff, but my plan is to write down the stats and lore of the weapons already in the game, and compare them with the lore of the 40k weapons.

actual both, start with manned ones and later with the technology and some craftet machine spirits, unmanned ones.
Beside that i plan to give the turrets more an supporting role. The main combat should be between your soldiers, and the enemy.

Hrm.. good question. Will took for the tyranids a bit inspiration from the Rimbeast mod, but besides that like the weapons.

Nope no vehicles planned. Thing they do not fit that mutch in to the playstyle of rimworld. :)

A bit more than in the vanilla game, because there will be many meele based factions. So the player need something to "block" them.




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