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Messages - Bodog999

#16
A quick FYI, Sereniz Sadistic combined with an extremely cold biome is kinda cheaty since she executes a lot of minor bad events like animal insanity and alphabeavers. But because its so cold in certain biomes animals cant live there and trees dont grow so mostly you just get spammed with battery discharges, solar flares, eclipses and cargo pods.

You might not be able to do anything/a lot about it but I figgured I'd inform ya.
#17
Maybe a little thing for after v2.0 but would it be possible to get the base defences of the GDI and NOD factions as turrets? Like the GDI anti infantry tower and the NOD's triple anti infantry hub? AFAIK you guys are already working on the Obelisk of Light.

On another note, can we expect stuff from the C&C:KW expansion aswell?
#18
First off, the tiberium suit bug is a known bug. I think its because the things it covers is for gunfire and not for tiberium.

Secondly I would like, like you said, see the tiberium infection things changed into a whole body state like the toxic buildup instead of having it infect one random body part. Some parts (Like neck, head, torso) cant be amputated and your colonist will die in the next few days. And I cant imagine someone checking out tiberium by sticking their head into it first. Plus if they stand on the tiberium, logically, for me atleast, the lower body would have a much higher chance of being infected than the upper body unless the crystall is around the same height as the person hugging it.

Thidly, I'd love to talk about the C&C tiberium series' lore but I played it when I was a kid and dont remember much of it. So apologies in advance if I say something incorrect about tiberium or the series.
#19
Personally I enjoyed C&C 4, yes it wasnt the greatest C&C (Most people will say its the worst probably) but I quite liked having a mobile HQ and some of the units were amazing *cough*Mastodon*cough*. C&C 4 could've been better and a good ending to the C&C series if a certain company didnt fuck it up so hard.
#20
Bloody hell those sprites look amazing! Cant wait till v2.0! :D
#21
Outdated / Re: [A16] Wildlife Tab
January 06, 2017, 10:35:54 PM
Love the mod, even though there have been no wild animals since the first season (Mountainous ice sheet, temp ranges from -60 to -130) but I especially love when there are no wild animals on my map that the tab says that if there were animals surviving here they'd be long gone.
#22
Quote from: Akrakorn on January 06, 2017, 04:09:54 PM
Quote from: Darkfirephoenix on January 06, 2017, 02:14:52 PM
Quote from: Bodog999 on January 06, 2017, 01:21:44 PM
Ahhh, that makes sense. Thats why I never saw an ice map in the Tiberium War series. Thats good to know for my knowledge. So going/crashing to/in a cold region already gives you an advantage over the Tiberium crystals.

Thanks for the info.
That would mean if you land on a planet and Tiberium starts to spread you could always make a run for the ice areas and settle there. At least until you have techs that allow you to hinder/remove Tiberium.
(Hmmm is that why the GDI had one of their biggest research bases as far up north as possible? How was it called again? Hammerfest or so?)

Running for the northern part of the map with whatever supplies you could scavenge from your Tiberium-infested ex-colony sounds like a lot of fun.

Is the idea of Tiberium affecting the world map and infecting adjacent hexes something feasible or too good to be true?

Or you happen to already be in a cold icy area and just slowly see the world turn into one giant crystalline husk.
#23
Ahhh, that makes sense. Thats why I never saw an ice map in the Tiberium War series. Thats good to know for my knowledge. So going/crashing to/in a cold region already gives you an advantage over the Tiberium crystals.

Thanks for the info.
#24
Loving the mod so far, had a few tiberium accidents (toes, fingers a hand and a foot got infected) but I also have one little thing for you to keep in mind for the upcoming updates. I'm playing on an extremely cold mountainous ice sheet (Outside temp ranges from -60 to -130) and there are no trees or plants anywhere because its so cold. That means that when there is a tiberium shard/field/tree it only spreads tiberium right next to it.

Now I'm still not sure if the tiberium NEEDS corpses/trees/plants to spread. But if it is already in it maybe change the spread mechanics a bit so that it changes the ground next to it into tiberium ground. (Like the moisture pump changes mud/shallow water/swamp into dirt)

Besides that, loving it so far!
#25
Ideas / Re: Box-Select Prioritize
May 09, 2016, 10:38:44 AM
The problem you have is the priority of the hauling order itself, haulers haul refuel things first then rearm traps, strip corpses, open containers, cremate, bury corpses, haul corpses and then they haul the general things, usually people still have alot of rock chunks or other slag chunks closer to their base.

And because other items are closer to the base the haulers pick the closest things they can haul, for example if you have a farm or mine ores.

There is no max range that they will haul, it takes just a lot longer to haul the things near the map edge due to other stuff being closer.
#26
Ideas / Re: "Neuter" operation for tamed animals
May 09, 2016, 09:53:26 AM
I would love to get a neuter operation, its not fun having around 350 huskies and 400-450 animals walking around in your colony, eating a lot of food, reproducing like a plague and lagging the game like a b****
#27
As soon as their hive is destroyed they become passive, if you dont down or kill them you can assing to hunt them or tame them
#28
General Discussion / Re: Introduce yourself!
May 03, 2016, 08:38:53 PM
After scrolling through the thread I noticed I haven't introduced myself yet (after being with Rimworld since A3). Ello! :D
-How did I find this game?
Well, I saw this game for the first time on youtube on the channel of my favorite youtuber (duh :P )
-My favorite other game you ask? Well....
First of all I hate this question but I will try to awnser it. If I had to chose it would be between Space Engineers and Terraria.
-My most embarrassing gaming-related story?
Welp, uhm, I cant really chose, I have way too many xD
-Favorite cere.. nope just 2 slices of toasted bread with some meat on it, done
-Hobbies?
Gaming ofcourse, astronomy, art and trying to code Rimworld and not crash the game horribly
-Other stuff
Trying to learn to code
Socially akward
Knows stuff about tanks (helpfull right?)
Likes to break games and try to fix them
Likes to dig through the files of Rimworld
#29
Would it be possible to remove the animated textures for the generators, I think its lagging my game quite a bit. Atleast I want to test if this is the problem
#30
I do agree what you say, instead of having the animals automatically come towards you the second your colonist gets drafted is annoying especially when you have a group of colonists who have multiple bonded animals which run around and get in front of your shots, or when you try to clear out a hive but they just end up getting shot at.