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 - Psyckosama

#16
Might want to take a look at this... I'm sure the two mods would work GLORIOUSLY together as long as they're compatible

https://steamcommunity.com/sharedfiles/filedetails/?id=751049133&searchtext=

Also, any plans of putting this up on the workshop?
#17
General Discussion / Re: RimWorld change log
September 14, 2015, 06:57:06 PM
#18
Ideas / Re: Less Sappers!!!!!!!!!!!!!
September 14, 2015, 05:48:52 PM
Quote from: Britnoth on September 14, 2015, 05:39:23 PM
Quote from: Psyckosama on September 14, 2015, 05:20:52 PM
Translation: Stop Having Fun.

Sappers have been an obnoxious, overpowered pain in the ass since moment one in this game.

They were a bad idea when he came up with them and they're a bad idea now. People should not be PUNISHED for having a particular play style. (snip)

Translation:

Please stop making the AI even remotely competent. I want to keep using the same tactic over and over every game because the AI is so terrible it can not cope with the most basic of defences.

In fact, I'd prefer it if you just have them walk up to my turrets and stand there until shot to death without any input from me.

I want to feel good about myself for playing on the highest difficulty, but get really upset when this takes any effort whatsoever. I SHOULDN'T BE PUNISHED FOR MY PLAYSTYLE.

Bite me, troll.

Competent AI is one thing. Overpowered AI that can laugh off losses between raids because their colonies are ultimately nothing more than a dot on the map, and is easily avoid all defenses while my damned near impossible to replace colonists are always out-numbered and out-gunned by at least 2-1 is another thing entirely.
#19
Quote from: Tynan on August 13, 2015, 04:43:58 PM
I'm actually strongly considering making relationships the 'big thing' for Alpha 13 (the one after A12). I think it may be time.

Thank GOD. PLEASE PLEASE do it!  ;D

Of course we're probably going to get Rape Apes with Groinsaws instead...  >:(
#20
Ideas / Re: Raiding other Factions?
September 14, 2015, 05:24:14 PM
Quote from: Thane on September 14, 2015, 04:30:32 PM
This is a very oft suggested feature. Take a look at that suggested features page :D. Though I would only take this feature if you have only one shot at the raid. No reloads your raiders live, or die based on your decisions no possibility of save scum temptation.

Yeah, I know your type...


#21
Ideas / Re: Remove Turrets
September 14, 2015, 05:23:20 PM
I'll agree to removing turrets from the game when we get the ability to build machine gun nests, go prone behind a sandbag barrier, and counter attack enemy colonies.

Until then, how about we keep turrets and he removes sappers instead?
#22
Ideas / Re: Less Sappers!!!!!!!!!!!!!
September 14, 2015, 05:20:52 PM
Quote from: akiceabear on September 13, 2015, 01:27:20 AM
Quote from: quxzcover on September 13, 2015, 01:19:18 AM
4)i dont think people with one entrance bases should be punished for that. i do it so i can keep track of all my things alot easier and be able to shut things down and keep them in quickly without having to worry about more exits.

Play on free play or base builder difficulty/story teller if you don't want the game to challenge your base design. Or form a sniper team to take care of the sappers. Again, given your base design this is working exactly as intended.

You should instead be asking how to defend your self in a more versatile way, not asking for the game to be changed to fit your play style (when those options exist already!).

Translation: Stop Having Fun.

Sappers have been an obnoxious, overpowered pain in the ass since moment one in this game.

They were a bad idea when he came up with them and they're a bad idea now. People should not be PUNISHED for having a particular play style. Especially since everything else about the game, including the difficulty of getting colonists and the massive, overpowered enemy attack forces all but requires it if you don't want to die or lose half your people in your first attack.
#23
Ideas / Re: Opposite of Evil Ship event
July 10, 2015, 08:35:18 PM
Quote from: Tynan on July 06, 2015, 01:23:32 AM
I was actually looking at doing variations on the evil ship instead.

Like: poison ship. Same as evil ship, except instead of psychic droning you, it slowly kills the ecosystem in an ever-expanding circle.

It's a variation on the theme of "rising threat that won't respond until you attack it but must be dealt with".

How about some random events that don't completely suck for the player?
#24
Ideas / Re: [Poll] What would you like for A12?
July 03, 2015, 04:38:34 PM
What do I want? An actual relationship system with the Colonists.

What do I expect? Raiders with Teleportation suits and Orbital Death Lasers who can appear anywhere on the map at any time and kill you by pointing because it's not Rimworld unless every update contains some new method of rendering the game even more unplayable hard.
#25
Mods / Mod Request: Pets
March 01, 2015, 04:36:34 PM
I know I'm not the only one who'd like to get some doggahs and kittahs in this game.

Having animal friends as an option could be fun.

Anyone want to discuss how it could be managed?
#26
Thanks, both for the mod and because I can reverse engineer your mod to get Synthmeat working again :)
#27
Quote from: Tynan on February 25, 2015, 01:09:14 PM
This looks amazing!

Any chance of adopting this as an official game mode?

Jerk Mode. :D
#28
Outdated / Re: [MOD] (Alpha 7) Synthmeat
February 26, 2015, 07:27:15 PM
Had a hell of a last couple months and I'm sick, but I'm back. I'm going to be working on my mods again. At least the ones that don't need DLLs. The DLL mods depend on if Haplo will forgive me for falling off the map.
#29
Outdated / Re: [MOD] (Alpha 7) Synthmeat
October 25, 2014, 10:31:07 PM
Quote from: SacoMato on October 13, 2014, 08:52:32 PM
Quote from: errorship on October 02, 2014, 11:49:22 PM
Hey, thanks for making this mod. I was having issues with getting my Cook to actually make Synthmeat though. I figured by looking at the code that you need at least a Research of 5 and was wondering if you could update the in-game text to let us know that research is needed as well.

Thanks. Been a harsh last couple weeks. Need to do some massive updates on all my mods in the next few days. This is one of them.

You can change the work type at ...\Synthmeat\Defs\WorkGiverDefs\Workgivers_Synthmeat.xml

Line 7
change <workType>Cooking</workType> to <workType>Research</workType>
#30
Outdated / Re: [Mod] (Alpha 7) Machine Gun Nests
October 13, 2014, 12:02:59 AM
They should still have the weapon's native cool down.