Menu

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.

Show posts Menu

Messages - apljee

#151
Quote from: InfiniteRemnant on March 16, 2015, 02:45:13 PM
Does the hair work by itself or will i have to pull stuff from the core section to make it work? Cause the hair is all I'm here for.

Hair will work on it's own.
#152
Mods / Re: Mod Recruitment Thread
March 16, 2015, 01:57:34 PM
Here, I'll start with the first post.

I'm a programmer with Project EONS, we are looking for a secondary artist to help with all of the art because our current artist is somewhat overloaded. If you are interested, click the Project EONS logo in my signature and make a post, or you could just PM me. :)
#153
Mods / Mod Recruitment Thread
March 16, 2015, 01:52:34 PM
MOD RECRUITMENT THREAD

- Looking for programmers, artists, or others to help with your mod?
- Can't find anyone?
- Are you a programmer, artist, or something else that's interested in helping with other people's mods?
- Can't find anyone?

Use this thread! Now, worth 3 pounds of leftover lasagnia, this thread can be used to find people who are interested in helping you with your mods, or vice-versa. Just post below saying you're interested in helping someone, or if you need help.

- Why?

Because topics about people needing programmers and artists generally get pushed to the back of the list, and it could be unfair for someone to have an incomplete mod because they can't find people that are interested in helping with their mod.

- Post format?

Pick it yourself. Just use a standardized "I am a programmer, looking for an artist for x mod." or something of the sort.

Cheers, happy finding people for your mods.
#154
In one night, it's gone from a two-way tie to a five-way tie! If there is so many ties after this, I will make another poll thread and 3 will be picked from there.
#155
Quote from: Timeisaperception on March 16, 2015, 12:04:47 AM
The shock trooper concept will definitely have a few iterations; the current Scythers are kind of heavy melee hitters, so augmenting that with a fragile blitzer that essentially harasses your colonists into not being able to shoot could be viable. Probably something smaller with an arachnid look to it; the heavy shock [...]

Here's some better names, as Speeder and Shocker were really just placeholder names but now that you've added your concepts into mine, here's some better names and descriptions. (feel free to use them at your own will.)

"Arachnid"
- A speedy mechanoid that is a younger-cousin towards the Scyther. Similar to squirrels, they move quickly and are very skilled at dodging bullets. They move in with weak melee weapons to harass your colonists while Scythers pick them off from a distance.

"Enforcer"
- A slightly-below average paced mechanoid that is dubbed the younger brother of the centipede. Although roughly 2/3 the size of a centipede, it is armed with a combat shotgun or an electric shock gun, which is useful for  incapacitating your colonists so that they cannot fight anymore.

And here's a 3rd one to go along with the rest of the family!

"Thorn"
- A slightly above average speed, looks similar to the Scyther except with spikes coming out of the lower body part. Dubbed "thorn" because of the light shotgun it carries that has low damage but a high amount of bullets per shot, and a wide shot radius (see if you could use Combat Realism code.) Is considered the sister of the Scyther.
#156
Quote from: Timeisaperception on March 15, 2015, 11:57:46 PM
I don't know if you've given heavy thought to the Progress/Tech Levels, but an excellent place to look if you need a vague idea is in Traveller and Alternity - both excellent tabletop RPGs. Traveller's is much more spread out and covers a wider array of things (stone knives and bearskins to godlike ascension, pretty much), while Alternity's is much more condensed. [...]

Thanks for these suggestions! I can assure you some of these will be added in.

We've had a poll up that is closing on the 18th and we will be adding in 3 more eras. Some of your suggestions actually do cover the eras that we plan to add in, haha. Anyways, we will be a little bit more descriptive with the eras rather then a general time, but for the majority of this, a lot of your stuff will be added in.

If you'd like, you could join Ye Olde' Squad 'o' Testers, when we need you. If you'd like to know I'm trying to incorporate some of the techs from Civ 5 because it has plenty of good ideas.

But, yeah! Thanks for your suggestions. Some of them will definitely worked into the mod! :) 
#157
You should add some pictures of the melee weapons to the list of all of the weapons for each of the factions, because some people might not know about the Assault Hammer, vibroknife, etc.
#158
Seems really interesting! I'd like to see how this turns out. If you're looking for some suggestions for some mechanoids, here's one...

"Speeder"
- A Mechanoid with a single melee weapon, (VERY low damage), and VERY high speed. It is difficult to hit by gunfire because of the high speed, thus meaning that you should utilize melee combat against these little suckers.

"Shockers"
-A mechanoid that is about 2/3 the size of a centipede, somewhat boxy and has an array of shock weapons. These shock weapons aren't used to kill colonists, only to incapacitate the colonists so that they cannot fight anymore. They are mediumly-armoured, and move at a slightly below average pace.
#159
I'm going to start weekly updates! Just so you all know the progress of the mod. The updates will normally be posted midday sunday unless specified otherwise. So, here's your blabber:

Weekly Update #1
March 13th, 2015
Lots of progress on the mod so far! Despite having some difficulties both with this being March Break, and also that we've had to do additional, unexpected texturing, things are progressing smoothly.


New Content!

- Lots of new textures from Compozitor. Bone, Stone, and Wood weapons along with a few production workbenches, majority of clothes (still need other body types) and sources say he's working on
clothwall texture.
- GorillaCZ began work and finished work on the Windmill power (some things will require power early on, although it really won't be actual electricity, just think of it as something else.)
- blaze7736 has been down to work on the tailoring table, adding all of the new clothing and such.
- I have been down to work on adding the new StuffCategories (really, just Bony category), starting an abundance of help topics in the mod section (I probably own 20% of that section by now), lots of work on
the weapons, added the torch building, replaced campfire texture with one from Compozitor, lots of new projectiles, working on a new "Caveman" storyteller that will support large populations (up to
40 people!) but with bigger raid chances, added new "Shaman" trait, gives some research skill points and some other bonuses like work speed and other things.


Weekly Spoilers Image Updates!



That concludes this week's Weekly Update! Thanks for reading! :)
#160
Wow! Another update, in three days the statistics have completely changed!
1. Ancient Greece Era
2. Roman Era
3. Viking Era

World Wars and Sengoku are in a close tie behind the others! Can we get some more votes? :)
#161
Stories / Re: Freddy
March 15, 2015, 04:10:18 PM
Quote from: daft73 on March 15, 2015, 02:45:10 PM
Heh Freddy went all Jon Rambo, how is the colony fairing, that attack seemed to slow progress abit I'd think. Nice short story. ;)

After getting shelled, we lost quite a bit of our food but we're still manging to go by. I'm just cooling off of rimworld somehow, and playing some other games for a bit.
#162
Ideas / Re: Rain should wash away blood, vomit, etc.
March 15, 2015, 02:40:21 PM
Quote from: chaotix14 on March 15, 2015, 02:05:59 PM
The main reason I believe why most people these days think the rain doesn't wash that stuff away(while in reality it's been a feature included in the past few alphas) is because most tend to play on maps where rain is damn rare, because of generally the amount of rain or the rain being more of a solid form(snow). If you play maps that 80% of the time have temps below 0 Celsius, the chance of rain sweeping in is rather slim(even worse if you settled in a low rainfall portion of the map). Meaning you could get a couple of years worth of blood piling up before natures janitor comes along to mop up.

I've been playing a temperate forest that hasn't gone below 0 degrees (celsius) at all, I've had quite a bit of rain but I've just never noticed the feature. I suppose I thought my colonists had just cleaned it up.
#163
Stories / Freddy
March 15, 2015, 01:56:54 PM
Freddy saved the colony. Picture this...

## I was using Progression Overhaul. ##

There was a siege from about 6-7 enemy pirates, and one of my colonists named Rigo was holding a sniper rifle, (they were my best shot, with about shooting 6) and I sent Rigo over with my other colonist, Holloway, who had a PDW. I sent them both in to attack. Rigo stayed a little far away, taking some random shots and I think he hit one person and caused him to bleed out. Holloway tried to take cover from close quarters, but he got bombarded with grenades and ended up losing an arm, and he got shot a bit in the leg so it took him quite a bit of time to get back to the home base (which was quite far away), but he managed to live. I sent Rigo a little bit closer, but he ended up getting shot a little bit, which was pretty bad so I sent him back to recover also.

Freddy was my last colonist remaining, he was a brawler with 12 melee and the plasteel knife you get at the start of the game. I sent him in towards the enemy, surrounded by an aura of glory, and he runs in and stabs the guy on the artillery cannon. Then, he turns and stabs another guy before he can even get his pistol out. The others are fleeing, and then freddy runs and stabs another guy who originally threw  the grenade at Holloway.

And that's how freddy saved my colony.
#164
Ideas / Re: Rain should wash away blood, vomit, etc.
March 15, 2015, 01:46:51 PM
Oh, thanks for telling me that, Martin! I'd never noticed this feature. Most of the blood that I have is from raiders and I never noticed it washing away.

But, thanks for clearing this up for me.
#165
Ideas / Rain should wash away blood, vomit, etc.
March 15, 2015, 01:02:11 PM
In all truth, when it gets to be rainy outside, it should actually wash away the blood, vomit, and slime that's all over the floor. This is something simple that could easily be one of those "little helpful changes that make the game a tad  bit better", or atleast that's what I'll perceive it as.