A little less frequent and starting smaller hordes on the higher difficulty would be nice, its mostly the medium and large hordes from day 10 because you built a steam generator so you must be rich thats the problem lol. Superior crafting adds alot of challege so even slowing that down when thats installed would be awesome
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#1
Outdated / Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
September 01, 2014, 04:14:17 PM #2
Mods / Quick question/Suggestion
August 31, 2014, 05:55:26 AM
Hey does anyone know if any mods add or if it's possible in game to help wounded visitors without arresting or capturing them? Because it would be awesome if they decided to stay after they had healed and it didn't mean war with their people
#3
Mods / Re: Ideas on medical system
August 31, 2014, 05:53:47 AM
we have booze already with mods why not cannabis
#4
Outdated / Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
August 30, 2014, 04:37:11 AM
Hey would it be possible to add amputation to stop the virus if its on a limb?
#5
Outdated / Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
August 29, 2014, 02:11:22 AM
Actually i can agree that the latest version is better, i had a reasonable variaty last game, though the hordes are a tad big at the start. though probably wouldnt be as bad if i wasn't using superior crafting.
#6
Outdated / Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
August 27, 2014, 08:52:46 AM
this is gonna sound really stupid but can i ask that the next version be named aaaSuperiourCrafting so any changes we make for compat don't need to be named zzz(modnamehere)
#7
Outdated / Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
August 26, 2014, 11:26:59 PM
Though another thing that i think has been said, need to change the alliance thing so that all other tribes know that they are enemies
#8
Outdated / Re: [MOD] (Alpha 6) Gun Emplacements 1.2 Updated 07.30.2014
August 26, 2014, 11:10:47 PM
Idk if its been asked yet but any chance of superior crafting intergration??
#9
Outdated / Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
August 26, 2014, 10:39:35 PM
I suppose i do play on challenge, i thought that was normal lol. i havn't had a small wave yet hahaha
#10
Outdated / Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
August 26, 2014, 09:12:34 AM
I think you sir might have to go kill some zombies to fix that sympathy you might be having
#11
Outdated / Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
August 26, 2014, 07:09:12 AM
another question, is it possible to detect if you have superior crafting installed and tone down the waves a little? Normal game with zombies would be easy enough but large waves on day 7 when you haven't even built a turret yet can get kinda intimidating lol
#12
Outdated / Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
August 26, 2014, 03:02:20 AM
When you kill the zombies they get a debuff like they killed an actual person. it makes them sad to kill zombies and i don't think that's realistic
#13
Outdated / Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
August 25, 2014, 09:57:15 PM
Hey is there a way to stop the killed people debuff when killing zombies?
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