Ludeon Forums

Ludeon Forums

  • July 15, 2019, 04:12:44 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Zeta Omega

Pages: 1 2 [3] 4 5 ... 20
Suggestions / Re: More Mechanoids?
« on: October 19, 2015, 08:42:51 PM »
So an OP and more dangerous version of a tazer? good idea, they could then melee the stunned targets O_O
Yes, the cach is, they are as fast as a colonist, with tortoise armor, and can get down by a single hit. Awful to kill exept with high rate of fire.
I guess they would quickly become a nightmare.
Hmm....Seeing as how it would be a smaller model I would expect lower damage but swarms of them

Unfinished / Re: [WIP] Rimworld: New Vegas *ALPHA COMING SOON*
« on: October 18, 2015, 08:25:20 PM »
REALLY hopeing the fat man isn't a one use..................

General Discussion / Re: How's the Animal army going?
« on: October 18, 2015, 08:23:33 PM »
1. Hares (gave up on that)
2. Boars (gave up on that)
3. Chickens (needed some cash)
4 Elephants (Currently 4)

General Discussion / Re: A matter of thrumbos
« on: October 18, 2015, 08:22:13 PM »
Hard to say....they eat trees whole so I WANT to say something much longer then a giraffe, I imagine them like smaller dinosaurs....or maybe regular ones....Im sure you know what I mean.

Stories / Re: My new pet
« on: October 18, 2015, 08:19:38 PM »
I really wish I had one.....

Also silence...that's a perfect name if I ever saw one


Suggestions / Re: More Mechanoids?
« on: October 18, 2015, 08:18:10 PM »
How about a Event mech that creates 3 types of mechs:

1) A range units that comes in numbers but isnt very powerful
2) A melee mech that has almost no health but comes in swarms like zerglings and banelings and some explode
3) a worker that terraforms the land hence the need for terrafroming tech (I hope this is added).

This event mech would rapidly spawn all 3 of these until dead. the harder difficulty the more of them there are. could probably easily be dealt with with crowd control weapons since the spawns should have almsot no health but come in numbers.
So...Like a crashed ship part, BUT is a living moving mechanoid? also how would the terraforming one work?

Outdated / Re: [MOD] (Alpha 12) RTG's (Power Source) v1.14
« on: October 18, 2015, 08:16:02 PM »
RTG's v1.14


This mod adds a new power generator to the game. An RTG (Radioisotope thermoelectric generator). It uses Uranium as part of it's building requirement and produces a steady amount of power at all times. It produces 750w of power.
Since it is an RTG, it also produces heat. You'll need to keep the room it is in cool otherwise it will cause fires.
This mod also adds an ASRG (Advanced Stirling radioisotope generator). It requires a heck of a lot of research. It produces 1250w of power.

Mod Team:

  • Works as-is in Alpha 12. No changes required.
It says  A11 does that matter or will it still work in A12

Mods / Re: More Power
« on: October 18, 2015, 08:08:11 PM »
You could try itchyflea's RTG mod. It adds two medium size sources of power that require uranium to build.
Is it up to date?
Can it be added without starting a new game?

Mods / More Power
« on: October 18, 2015, 06:16:15 PM »
Can anyone out there make a new mod that adds more power options? they could be a constant source like Geothermal or they can fluctuate like solar and wind.

Releases / Re: [A12d] Glitter Tech v1.0
« on: October 18, 2015, 06:11:35 PM »
Could you make a separate power related mod? People like me always want a good surplus :)

Outdated / Re: [A12d] eXMods (01/10/2015)
« on: October 18, 2015, 06:08:40 PM »
This mod looks cool and all...just need art that makes it look more rimworldish

Suggestions / Re: More Mechanoids?
« on: October 18, 2015, 06:01:15 PM »

They couls carry an electrolaser pistol, so to give a motive about electrical resistence of clothing.
This is an electrolaser:
So an OP and more dangerous version of a tazer? good idea, they could then melee the stunned targets O_O

Suggestions / Re: More Mechanoids?
« on: October 15, 2015, 08:20:51 PM »
How about a wasp type mechanoid? It is called the mechanoid hive after all. I'd imagine it to be a harraser type that's fast but weak with something like a plasma pistol for a weapon. They would need to come in groups of 3+ in order to be effective though.

Something like so?

Except with red bits instead of blue and a plasma pistol in place of the stinger
Hmm interesting, personally I would have gone for chemical warfare over the standerd weapons for this one, think about it for a sec, possible if they sting you you could get infected or it could be like wasps from code lyoko ((Points if you know what im talking about)) that sprays an acid like substance that hurts colonists if they get hit or walk on it. Still cool Idea

Suggestions / Re: More Mechanoids?
« on: October 15, 2015, 08:18:37 PM »

So a tiered system of mechanoids, say like ancient out of date ones up to something like glitterworld tech ones. I like that Idea

Suggestions / Re: Dig Holes! Get Dirt! ??? Profit!
« on: October 13, 2015, 08:50:57 PM »

So... Z-Levels. So not really happening.
Not Z-levels, maybe like an event where lava comes out for a select amount of time and sets fire to the area, the tiles would hurt you if you walk on them. I was thinking of a digging machine like other mods have, not like mining on another axis

Pages: 1 2 [3] 4 5 ... 20