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Messages - chp2001

#1
Off-Topic / Re: Count to 9000 before Tynan posts!
January 08, 2016, 09:18:04 AM
1985.

Edit: Was confused.
#2
Ideas / Re: Need some alien colonists
January 01, 2016, 11:17:56 PM
Quote from: Z0MBIE2 on January 01, 2016, 09:14:21 PM
As said in lore, there's no aliens in Rimworld. You could get modified humans, but the stuff you list would be a bit much.

Mechanoids and droids are in the lore though, it's possible that we could get extremely rare sentient droids that join your colony, and have features similar to what is listed in the post above. :)

If not a secondary race able to join your colony, I'd love to play as a Mechanoid colony :D A few builder droids drop in, start building and mining like a normal colony, except a completely new set of structures and capabilities, maybe even launch raids on other colonies that have a chance to bring back resources. :)
#3
How does the laser work? I haven't seen any way to make things except for projectiles.

I'd like to know because I was trying to make an inaccurate laser chain gun like the ones from fallout 4. :P
#4
Outdated / Re: [A12d] Grenade Mortars 0.71
December 31, 2015, 04:21:26 PM
Update: Version 0.87

  • Extended tech tree to heavy turrets and specialized heavy turrets. These have similar accuracy(precision, whatever :P) to the medium variants, but 3x3 with bursts of 16 more powerful shells.
  • Changed cooldown on mortars from 5 to 15 (17 for heavy). I'm not sure if it increased or decreased reload time, as the mortars still fire quickly.

Putting file in the first post and removing all extras to prevent confusion. :)
#5
Outdated / Re: [A12d] Grenade Mortars 0.71
December 31, 2015, 12:04:12 PM
Do you think the mortars are currently balanced for their costs? Or do I need to double the reload time or such for 0.87? It's a mod and it's got a ton of easily changeable variables, would take a maximum of a minute to buff or nerf them significantly :)
#6
Off-Topic / Re: Count to 9000 before Tynan posts!
December 31, 2015, 11:57:49 AM
1963. This thread has really slowed down...  :-\
#7
Outdated / Re: [A12d] Grenade Mortars 0.71
December 31, 2015, 11:39:12 AM
Quote from: Skissor on December 31, 2015, 11:35:54 AM
I'd say it is accurate for example relative to many other mortar mods or the vanilla mortars, but not accurate per se.
Fair enough. I guess it is more accurate due to the shorter range, not enough time or distance to get as much spread as other mortars.
#8
Outdated / Re: [A12d] Grenade Mortars 0.71
December 31, 2015, 11:37:33 AM
Quote from: Skissor on December 30, 2015, 06:15:45 PM
Oh wow this mod is crazy. I've already tested this one on raiders, the fire mortar is the actual winner here. :D

By the way: "but it is very inaccurate and usually only one grenade out of the entire 8 hits the specified target" I wouldn't really say it is that inaccurate. Especially if you want to hit a whole group.

The fire mortar is the winner? What makes it the winner on comparison with the other two? It's supposed to be specialized at setting fire to the cover of enemies, but lower blast radius and damage.

Also, EMP seems to be useless, Mechanoids will be stunned for half a second and then become invulnerable to further EMP bombardment. Any idea how to make it more effective? Does it just need a flat damage increase?
#9
Outdated / Re: [A12d] Grenade Mortars 0.71
December 31, 2015, 11:33:57 AM
I said accuracy because each shot has rather low accuracy, but the combined 8 shots end up hitting the entire area of the target :P

I guess you could say it has high accuracy low precision, but I don't consider it accurate when one salvo covers the entire target in shells, as well as missing it by a few meters :P
#10
Outdated / Re: [A12d] Grenade Mortars 0.57
December 30, 2015, 02:22:25 PM
Quote from: Emunator on December 30, 2015, 05:18:36 AM
This mod is great, keep it up! :)
Really loving the grenade turrets.

I think you should update the main post with the newer version so people don't accidentally download from there thinking it's the updated one.

Thanks, I've got more turrets coming :D (Heavy versions and such)

Updated main post with a picture of current textures, correct file, and accurate information. :)
#11
Mods / Re: [Mod Idea] Multiplayer Trading System
December 30, 2015, 02:09:55 PM
Definitely sounds cool :D

Although I'm not sure if it is viable or not. We'd need to keep the Trade Federation from getting too rich before they sent a mechanoid army at us :P
#12
Off-Topic / Re: Count to 9000 before Tynan posts!
December 29, 2015, 10:11:21 PM
1961. Got it, Skissors. If this thread doesn't die by then I'll be checking who got the post 1984. And then when I do that I'll look through the surrounding pages and notice that I agreed to this. :P
#13
Apparently they'll die to the cold if they use power armor instead of parkas... Maybe you should edit parkas to act like power armor? :D
#14
Outdated / Re: [A12d] Grenade Mortars 0.57
December 29, 2015, 09:04:05 PM
Update: 0.71 December 29, 2015

  • Now has a small research tree, unlock the grenade mortar turrets and then specialized versions.
  • Finalized the texture for the explosive grenade turret, as well as sizing and cost. Is now 2x2 and costs more than the default turret in power and resources.
  • Added 2 more types of grenade mortars, EMP and Incendiary. EMP has a large blast radius and can stun a mechanoid for half a second before it adapts. Incendiary has a smaller blast radius and starts fires, useful for making walls of flames between you and the enemy. Until you run out of grass. :P
  • Started on textures and infrastructure to add heavy grenade turrets and their specialized versions, as well as more accurate sniper versions. These will require ammo similar to vanilla mortars due to their strength.
#15
I was wondering about that, same creator and description for two different mods.