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Messages - Luroshard

#16
Outdated / Re: [A11] Darkness
April 29, 2016, 02:30:21 AM
Quote from: cram on April 28, 2016, 02:20:36 PM
I am about to update the mod and put it again in the A13 version
Will keep you updated ;).
#17
Releases / Re: [A13] Glitter Tech v1.44
April 29, 2016, 02:02:19 AM
Quote from: StorymasterQ on April 29, 2016, 01:47:27 AM
Quote from: macbuk on April 19, 2016, 09:30:15 AM
Quote from: hector212121 on April 19, 2016, 07:55:16 AM
Black market traders.
Haven't seen any of those.

That's racist! Hold on...

Yeah... what did happen to those black market traders?
we don't see their kind round' here anymo'
#18
Quote from: Haplo on May 16, 2014, 05:54:01 AM
Turret: Weapon Base
   A new weapon base, where you can install the weapon of your choice

This right here is the bees knees.
#19
This is my favorite mod as of now, it's so essential to Rimworld that I find it hard to believe such a vital mod isn't vanilla. Many thanks for maintaining it all of this time.
#20
Releases / Re: [A12/13] Area Rugs
April 28, 2016, 02:59:23 AM
Rebecca, get out of bed, there's a mecha raid! Omega, get out of bed there's a mecha raid! Brandt, get out of bed, there's a mecha raid!

They all pull out their guns, button up their stylish red parkas, run across the smooth cyan rug, into the cold world.

They may have all perished, but their swag remains in the rugs they laid.
#21
Quote from: Acruid on April 22, 2016, 11:01:22 AM
This will be my last release in this thread, I will be making a new forum release thread, since I pretty much hijacked this one. As always, feedback/bug reports are welcome, especially about the repair kit balancing.

Thank you, I look forward to your thread!  ;D
#22
Off-Topic / Re: Count to 9000 before Tynan posts!
April 27, 2016, 10:39:12 PM
3325

O green world
Don't desert me now
Bring me back to fallen town
Where someone is still alive
#23
OH YASSS

Mods that add events are my favorite, thank you Skullywags! ` u '

#24
Ideas / Re: Bodies upsetting colonists
July 20, 2014, 09:54:25 AM
Quote from: swimonland on July 20, 2014, 05:28:10 AM
There should be a mechanic introduced that lessens the impact of dead bodies on colonists.

couldn't there be a mechanic that levels up like a jaded feature, so the more you shoot someone or see dead bodies the less it bothers you? maybe tie it into the shooting skill?  It just stands to reason that people who have been fighting off pirates and raiders for over a year would grow a little bit more accustomed to blood than the greenhorn colonist fresh out of the pod

I've seen this suggestion twice in five days! (http://ludeon.com/forums/index.php?topic=4782.0)
It definitely seems essential to game-play now.
#25
Ideas / Re: Mental state rebalance
July 18, 2014, 04:41:17 PM
Definitely going to need screenshots of your colony and base layout to understand what exactly you are doing wrong, decisions are very important and sometimes must be done in a very small time period in order to keep your colonists in psychological homeostasis.
A few times on Cassandra Classic the entire mental break of my colony came close, but with crunch decisions I ended up keeping them fine for another 150 days.
#26
Ideas / Re: Raid types
July 18, 2014, 06:11:40 AM
Quote from: Snownova on July 16, 2014, 07:57:09 AM
Food raids: Tribe X is suffering from a famine and in their desperation they are attacking you in the hopes of stealing your food stores. Attackers will proceed to your granaries, fill their pockets and withdraw.
Thieves: The attackers will go straight for your silver stores, take all the booty they can find and shoot their way out.
Mech raid: The local mechanoid hive requires metal to expand, mechanoids assault your colony to gain access to your metal stores (perhaps loading it aboard a special cargo mech) and withdraw with their loot.
Prison bust: If you have prisoners an attack will come to try and free them. (especially if it was a previously friendly tribe who you angered by capturing one of them). Once they have busted out their colonist they will retreat.

Very good suggestions, these would greatly increase the variety of stories given to players. I'd also like to see lategame Cassandra Classic sending out two different raid types from two different factions (or the same)

"The Knuckledraggers (faction name) have sent out two squads from the east and west both with different motives!"

And clicking the raiders in each squad would tell you what they are doing just like the current alpha where it shows "Igniting wood wall" but instead on some raids it will show "attempting to break (name) out of prison"
and "stealing silver reserves"

A few raiders will be set to attack and once they feel that they can conquer in numbers they converge on your resources etc.
#27
Ideas / Re: No Go Zones
July 18, 2014, 01:48:32 AM
I support this idea, colonists would be able to march in a line to battle or avoid corpses to avoid lesser moods.  ;D
#28
Ideas / Re: Leaders & No Emotion
July 17, 2014, 11:47:11 AM
Quote from: Lancer447 on July 15, 2014, 02:48:12 PM
I feel like my colonists should be okay with seeing enemies die if they've already seen, oh I don't know, a hundred deaths, strangers and friends alike, along with observing fifty corpses up close.

Lastly (this is kind of random, but), how about assigning a leader that everyone looks up to. Say, if the leader's happy and optimistic, then everyone gets a bonus for happiness. If the leader dies, then everyone's sad as hell. Just like that.

Very solid points, I completely agree with what is stated. A leader figure is a valuable part of a newly establishing colony and I can definitely see how much of a story that such a position would provide alone.

"Colony leader Urist has been slain by drifter Zeiph from the (Knuckledraggers) Faction!"
I open the thoughts tab and read
-15 Colonist Leader Urist recently died

or

Colonist has been wounded in combat and I look at their thoughts tab
"Morale boosted by colony Leader Urist's combat spirit!"
#29
Ideas / Re: RELEASE AN UPDATE!
July 17, 2014, 08:12:07 AM
Quote from: StorymasterQ on July 16, 2014, 11:01:11 PM
Tynan always wanted to bring you the best he can do. He doesn't want to release half-baked Alphas. He'll release when he's done with it.

This, half baked alphas for a game like this, my body would not be ready for it.
#30
Ideas / Re: Restraints do something
July 17, 2014, 08:10:39 AM
Quote from: BetaSpectre on July 16, 2014, 08:53:13 PM
Prisoners should be able to be well, imprisoned for realz like some wall shackles that will decrease mood faster but  prevent psychotic physical contact

I agree on the point made about wall shackles that could be checkmarked in the prisoner tab. Though, I do feel that prisoners should be able to go mad and rampage. To balance this out I've decided that prisoners should be able to break these cuffs by having a melee level that is 8 or above.