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Messages - john pretzel

#31
Releases / Re: [MOD] (Alpha 8) Natural Surgery (More)
January 06, 2015, 11:31:54 AM
Integration with other surgery mods would be excellent! And I think it's time to try the norbals in a new game..  ;D

By the way, I would suggest you (Encode) to modify the thread's name adding date to whatever change you make. This way, we users here know about it.

Cheers!
#32
I totally understand you and the scale of work if every gun had its own png.

It could be at least interesting to see the default weapons or some specially picked for turret mounting. Not pistols, of course, but heavy weaponry. Is there a source of pngs for the default weapons in the game for me to mess with?
#33
Nice job with this haplo!  :)

Have you ever thought about characterizing turrets according to the weapons we place on it? Like, placing a minigun instead of the generic head?
#34
Mods / Re: [Mod Request] Order "Smooth Walls"
January 05, 2015, 09:24:12 AM
Quote from: StorymasterQ on January 05, 2015, 12:34:26 AM
Be careful with wall art. It's only one typo away from wallmart, and we don't want any of that in Rimworld :D

good analogy!  ;D
#35
Mods / Re: [Mod Request] Medieval Overhaul!
January 04, 2015, 07:58:51 PM
The norbals mod would fit well in this setting.  :)
#36
Mods / Re: Art Modifications - Resources
January 04, 2015, 07:56:47 PM
Looks very good!  :o
#37
C&C for saturn, german version lol
#38
Great idea. A bit op, but could be balanced with a high price to get.

Anyone remembers stargate atlantis and the nanite deal? They also cured, if I'm not mistaken  :) very advanced stuff on the blood stream
#39
acknowledge!
yes sir!
infantry out!
reporting!

Ahh... dune 2..  ;D
#40
Mods / Re: Mod Request
January 04, 2015, 01:40:28 PM
Nice idea, it could be fun to play with that. Or at least scavange parts from the fatter mechanoids. There's nothing to take from them at the moment.
#41
Mods / Re: [Mod Request] Different Races For Colonists
January 04, 2015, 01:35:49 PM
Quote from: Berengar on January 04, 2015, 09:40:49 AM
Johny! you got me an idea! :D

;D looking forward to see that!
#42
Mods / Re: [Mod Request] Different Races For Colonists
January 04, 2015, 09:35:43 AM
Good idea. People would develop preferences with all diversity of colonist races.

Mos Eisley Cantina  ;D
#43
Mods / Re: [mod request] Underground tunels
January 04, 2015, 01:43:29 AM
1. Save game compatibility? Did you notice we're in alpha builds? I've lost count of how many games I've started.  :)

2. AI using the tunnels? Why not, if in the right circumstances? Everything is processed through a set of rules of programming. And you know there's games that successfully make use of a camouflage system, right? With line of sight, layers, etc.. Catch and get caught.  ;D

The game is in early stages, everything is possible. The AI isn't very smart, yet, anyway. Just make a labyrinth to your base and see if they think for a faster route.  :-*
#44
Mods / [mod request] Underground tunels
January 03, 2015, 09:04:46 PM
Could they be made in the same logic as digging in a mountain is, with corridors, but under the floor, with hatches to enter and exit, with a slight invisible path/colonist look so the player could identify they're both in a lower level? (like the power wires) Imagine also with camouflaged entrances...  :D

This could be good for an escape route if the colony is overrun or to sneak on a siege camp, secret stash... The applications are endless. Using some wood and steel, perhaps. I was thinking based on the movie "The great Escape"..  :)
#45
Ideas / Re: End game suggestion
January 03, 2015, 08:54:58 PM
I would love to see the ship actually moving and leaving the map with everyone inside. The ship could be seen from the outside and increasing scale as it approached the edge of the map, giving a sense of raising its altitude, screen shaking, thrusters full power etc..

I'd also like take this opportunity, which is relevant in the topic's theme, to copy/paste an idea I suggested from the mods section:

QuoteI always felt something was missing or left to be done when leaving the colony. I look at my base for the last time, panning the mouse, and thought - there should be some history recorded here for anyone who finds this.. It plays with our imagination  :)

And I was mentioning some wall art with the colony's activities, maybe statues of the colonists... This actually aligns itself with the spirit of the game - story telling.