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Messages - Xerberus86

#16
just wanted to start playing rimworld again after some weeks now (first time with alpha7), couldn't play without the complete TTM mod package and your mods are pretty much essential too :).

just as i was starting a new game i browsed the forums and found out about the newest update, installed 1.2.3 initially but i switched it out with 1.3.1 now. haven't actually played the game but after installing the 1.3.1 version i get a bunch of error code on the game launch (main menue).

hope this helps you (see attachment).

[attachment deleted by admin: too old]
#17
great work as always minami, can't wait till project armory is integrated :3.

thanks for your hard work, as well as the awesome modders who made this content :).
#18
can't wait till my favorite mod reaches alpha7, won't spoil A7 without it :3.
#19
General Discussion / Re: Alpha Seven
September 29, 2014, 11:45:44 AM
i think as long as the alpha stage is profitable for the developer he can prolong the period as much as he sees fit. beta stage later on is more for focusing on ironing out bugs and adding some more content like more animals, equipment, etc.
#20
Gravetown....cause that is what it well end up to be :).
#21
exactly what i was waiting for, thx again edb :)
#22
WOW, great new update! thank you very much :).
#23
Quote from: Reaper on September 11, 2014, 02:18:19 AM
I used the mod before the bar and i have to say i hate the new bar. it takes up so much room.

Is there anyway to get rid of it?

which "bar"? do you mean the colonists lineup at the top? thats one of the best features x'D.
#24
Quote from: Wulzzy on September 09, 2014, 03:08:09 PM
I find it bothersome finding some loot in a far off place then going back to my base, selecting a colonist who doesn't seem to be doing anything important, then scrolling back to the item to prioritize hauling then having to repeat the process if there is more than one thing. I'd like to have it where an item/job can be prioritized without a colonist selected, so any colonist (with the proper job activated) who is ready for a new job will grab do it.

Also, it'd be cool to be able to easily switch between colonists on the health/character/gear/thoughts panels with left/right arrows.

it seems you can do this with the < and > keys, i also highly recommend you the edb interface mod which adds some great UI elements to the game.
#25
Ideas / Re: Restraining Colonists against Psychic Drones
September 09, 2014, 04:24:56 PM
you had a problem with one? i had the occassion once where i had 7 colonists and 6 went insane, everyone was beating themself unconscious. at the end me last colonist had to put them all in medibeds and i had the micromanagement hell of my live to prevent everyone from starvation, including the only sane person because AI loves to do their job over prioritizing their own needs (feeding a patient while starving to death).
#26
General Discussion / Re: RimWorld change log
September 09, 2014, 04:21:49 PM
Quote from: EscapeZeppelin on September 09, 2014, 04:02:16 PM
"Factions now have bases represented on the map (though they don't do anything and won't soon - this is just to make the faction code make sense)"

Ooh, tell us more. I'm presuming that eventually other factions will have a permanent presence on the same map as our colony?

that would be indeed a great feature if you not only are a colonist but could become a raider / conquerer yourself. the problem is see with this kind of game and such feature is that it should be quite hard to implement to have another colony which evolves like the one from the player. one possible thing would be that there could be some pre-existing small colonies with which you could trade and ultimately if you wish fight with. its kinda odd that after reading this changelog note i remembered tynan saying something about he has planned something that would distinguish rimworld even more from other games similiar to dwarf fortress. if (and that is a big if) he would implement other colonies and factions on the same tactical map the player is and we would have the option to interact with them, go to war / fight with them, get them as allies or similiar then this would indeed be a huge feature.

we'll see how it will develope but i am very interesting in what he plans to do with those faction bases :).
#27
General Discussion / Re: Rimworld popularity
September 09, 2014, 02:46:42 PM
Quote from: Monkeysaur on September 09, 2014, 12:42:51 PM
I think Alpha 6 giving an easier time, making people able to build etc helped.

The game was too hard/annoying for me before Alpha 6, I don't like being constantly under attack.

The game will explode from here on, we need more stuff to build/craft now though.

XD

have you tried mods? there are plenty of mods that are crafting-centric like superior crafting and tech tree minami which add a huge amount of stuff into the game and let the game focus more on crafting.
#28
Ideas / Re: Alternatives to endless waves of enemies
September 09, 2014, 12:24:39 PM
Quote from: LordJulian on September 09, 2014, 12:19:16 PM
Here is my thread on the same idea that you have, shameless self-promotion at the same time (lol)

http://ludeon.com/forums/index.php?topic=6009.0;topicseen

So yes, a suggestion to the end of endless wave massacres

i wrote it 3 days earlier though  :P .
#29
Quote from: MelanisticAlbino on September 09, 2014, 07:52:05 AM
Quote from: Xerberus86 on September 09, 2014, 07:07:23 AM
Quote from: minami26 on September 09, 2014, 06:59:28 AM
Quote from: Xerberus86 on September 09, 2014, 06:38:02 AM
@minami: maybe you overread it but can you take a quick look at the abomination event, sadly i haven't the save anymore but in my last colony i had this event three times but never came an abomination (three people drop from the sky, one dies and should turn into abomination it seems). or am i missing something?

yes ive read it, will check it later!

Quote from: MelanisticAlbino on September 09, 2014, 06:48:11 AM
Any chance you'll include a nuclear reactor in this mod? :) That's really what's keeping me from going from superior crafting to this.

ill think about it :), ill have to get a super awesome texture for it! :D
if this version of TTM couldn't entice you, maybe the next version will, its dubbed as the Food/Power Update with more new food, and new power generation buildings with some unique ones you haven't seen before! also wind turbines, can't live without them :D haha

I'm looking forward to it!

Have anyone gotten this mod to work perfectly with realistic weapons? That's really my biggest concern  ;D

I'm going to try it later today! :)

just download the "Realistic Weapons for Project Armory" version and put those files into the thingdefs folder of the TTM mod and you're good to go. realistic weapons works without problems with TTM, i tried it and personally i am waiting for the next realistic weapons version with reduced firing ranges as the current ones are for my taste a bit too high, otherwise the mod is indeed great in terms of how different and valuable the weapons become.
#30
General Discussion / Re: Worth Pirating?
September 09, 2014, 07:53:37 AM
Quote from: Merry76 on September 09, 2014, 07:48:53 AM
Quote from: gullfounder on September 09, 2014, 02:25:18 AM
I have been following this game for over an year. Really really wanted to play. Many times i asked the dev to put on steam or at-least give us alternate way of payment. But no response. Just soon TM.

Tynan will put it on Steam when he is ready for it. There is no pressure to realease it in early access, as early access has its own problems (people starting to cry "refund" when they find out there are bugs in an alpha, or when they think the game isnt being finished in the time they want it... stuff like that)

You could at least try to mention what kind of payment method you would have needed. Because all the usual ones are still working. Also giving some bloke the money and ask him to buy it for you is still an option.

Quote from: gullfounder on September 09, 2014, 02:25:18 AM
But i just downloaded the pirated ver. Sorry, couldn't wait any longer. thanks for support.

I bet you are mighty proud of yourself.

No support from me.

i hope he knows that many blogs, this too, blog the ip address of its userse and that he just admitted doing something illegal and his IP is know clearly to see for the admin(s).

other than that, if you pirate a game i wouldn't go into their forums and poke my nose around. if you really wanna support this dev (@OP) then guy it. saying that you can't use paypal because your credit card isn't accepted is a bad excuse. you can create an paypal account without a credit card and then just transfer money via your bank account onto the paypal account. the integration of a credit card is for paypal to automatically get money from your bank account but you can charge up your paypal account without integrating your card.

so sorry but i don't see a reason why you shouldn't pay the dev the money to support him.