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Topics - keylocke

#41
Help / need help modding pawn body textures
March 15, 2016, 10:28:43 PM
sup guys? i'm trying to reskin pawn bodies and create custom body shapes like these :



can anyone point me to a good tutorial? it says here that the tutorials posted there are out-of-date for a12 and up.

anyways. i hope someone can point me in the right direction while i still got freetime to do it. (hoping to finish this in a day or two)

stuff i'm hoping to learn :
-what are the defs that i need to change for my custom head, body, and hair textures?
-how do i replace/remove unwanted graphics from vanilla? (since old textures for apparels would look incompatible for these.
-what about pants? what's the defs needed for pants graphics? are there no graphics for pants?

thanks in advance.  ;D
#42
Ideas / arid land + winter
March 12, 2016, 07:51:04 AM
i think it's been discussed before (arid land supposedly don't get winter IRL)
but i want to reopen this topic again simply for one reason :

i like having 4 seasons, but i really don't like maps with marshes or other bodies of water (aside from water near the beach).

is there a way to do this without using mods?

#43
QuoteBrothers, sisters, parents, children, aunts, uncles and so on are all randomly generated. So e.g. your colonist's brother can appear as a refugee (or a raider!)

does this mean that in a long enough timeline, colonists would probably be forced to gank a crapton of their own relatives?

will there finally be a way to reliably "incapacitate" people?

coz kin-killing is probs gonna be a lifelong trauma. nega-feels.

---------------

QuoteNew diseases with new mechanics.

are these new diseases gonna be tied to biome and other events?

ie : chances for asthma increases perhaps during a sandstorm event in a desert biome? or something..

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QuoteTons more in this system. But no kids (yet – that's a whole other ball of wax).

aww i wanted to have a colony for reals, not just a collection of random people i kidnapped. hahaha.
#44
^title quote from ludeon blog :

does this mean that colonists will now make sexy times to make babes and families?
finally! this is so awesome!

i was recently playing the game "sheltered" http://store.steampowered.com/app/356040/ and there were cannibalism and people curling up into a catatonic fugue after too much trauma.

fun times..  ;D
#45
http://www.geek.com/games/a-new-bioshock-game-is-in-development-1640232/

anyways, ^title. will tynan be too busy in the next few months? looking forward to the new bioshock game, but also looking forward to rimworld a13... hmm..

does anyone have any vat tech lying around to clone tynan?

--------------

edit : oh wait, no. i just read the ludeon blog. haha. cool stuff incoming.
#46
Ideas / bionic animals! FTW!
October 02, 2015, 09:42:35 AM
seriously, what can be more badass than an armor plated warg with bionic lazer shooting eyes and 4 bionic death claws?

have a herd of these and you'd be like : "come at me bro!"  ;D
#47
so i bought my thrumbo a mate. everything was going fine, i was thinking that since thrumbos live like a gajillion years, i can probably farm them for life.

but then something weird happened, my female thrumbo just refused to eat (even though i got plenty of corn and hay and rice stocked in my freezer and in my farms.

sometimes it does eat and drink (i even saw it drunk from drinking too much booze), but then i just it wandering around, not doing anything, not eating anything, just starving itself to death.

the same thing happened before in a previous colony.

what does "dendrovorous" mean? the only other creature i found that was "dendrovorous" were those beavers.. do thrumbos eat trees? what exactly do they eat and why do they suddenly just starve themselves to death?

i'm using a12.914..

edit : i also saw them eating devilstrands, so beware.
#48
General Discussion / Streamlining my rimworld "farmville"
September 26, 2015, 11:50:05 AM
so dudes, i finally got the time to sink days on that sweet new a12 and it's pet system.

anyways, to get to the point. i think there needs to be a distinction between "pets" and "livestock", this is to lessen the micromanagement of produce from "livestock" animals, such as chickens, muffalos, alpaca, etc.. compared to the haul-and-defend centered "pets" such as dogs, wargs, boars, etc..

what i mean by this is that, "livestock" areas can be given special parameters like in games like gnomoria where players can just set maximum male/female population of an animal and the game will auto-butcher the oldest "extras" of that specie.

this would prevent animal overpopulation, while ensuring that you'll have a steady supply of animal products. without having to micromanage it. (ie : i often have to manually check the population of my livestock and then kill the oldest ones, while preserving a good ratio of male-female, depending on the species. this is too much hassle compared to farming and hunting)

------------------

as for the "pets" always following their master around when drafted. i think there should be an option to turn that off, while preserving that master/pet connection. (pets paired to an owner should try to sleep in the same room as the owner, if their area restrictions allow it.)

anyways, overpopulation doesn't seem to be a problem for these creatures since these guys are best employed as "shock troops" for that good old surprise-muthafrakkar-say-hello-to-my-zergling-horde ambush tactics.

but i usually keep at least 2 pairs of couples (a few years apart in age) for that baby factory going. and i also keep at least one tribal faction hostile to provide me with their delicious human meats for my warg army.

-------------------------

seriously, i haven't built a single turret in a12. the whole friggin map is now my killzone.  :P

#49
General Discussion / some questions about animals
August 31, 2015, 05:51:43 AM
just some questions i have, prior to playing a12.

1) does having more "pets" increase the amount of raid difficulty? (just as having more turrets increase raid difficulty); if so by how much does it increase (iirc, turrets increase it by 0.4 amount of a colonist per turret).

1.a) if such is the case, how much boost does it give for each animal type (ie : does having a pet warg or a rhino give a higher raid difficulty spike when compared to having a pet squirrel?)

1.b) so does anyone have a list for each animal's combat effectiveness compared to the amount of raid difficulty increase per pet animal?

2) can you designate zones to have only max capacity of an animal? (ie : like gnomoria where there's an option to auto-butcher excess livestock or transfer them to another designated zone?)

3) can you assign which pets to prioritize feeding? (ie : i wanna designate an area for my breeders, then designate another area for my "meat factory" or "meat shields" and only feed the area designated for breeders.) i don't want to waste food on animals that i'm gonna butcher or just use as meat shields anyways..

(i'll add more questions as soon as i start playing)

#50
Off-Topic / ermagerd hegemony 3 geekout thread
August 31, 2015, 03:34:08 AM
 ;D

omg, omg, omg... i didn't know that there's a "sins of a solar empire + total war hybrid" that is already in existence.. until now.

dudes, is anyone else getting the feels?  ;D
#51
Off-Topic / astrobase command
July 08, 2015, 05:40:28 AM
http://astrobasecommand.com/

has anyone been playing this? is it awesome? any feedback?  ;D
#52
basically i want to create a greenhouse type structure, without needing to use a sunlamp and just click an option to toggle the "roof" of a room between "opaque" and "transparent".

both opaque and transparent roofs are considered as "indoors". but the transparent roof allows sunlight in.
#53
Ideas / better sorting of mods forum
July 05, 2015, 09:04:02 AM
so i was looking at the mods released and other than edb's awesome prep carefully, i'm not entirely sure which other ones are worth checking out.

so i was hoping there would be a mod "rating" so that i can sort releases based on their user ratings. so i don't actually have to go around ask what mods people are using and what they recommend, i can just check on the rating..

right now, i'm using the number of replies and views to figure out the most popular mods. so it's probably not too important, but it would be a nice feature to add.
#54
i know rimworld was initially designed for around 16 colonists, but most successful colonies i've seen posted are the ones with 30+ colonists. however, judging from experience, it's such a pain to command large forces of troops with the current rimworld controls, and i think a lot of people can relate to this.

so i'd like to see additional battle controls that are staples to most RTS-type of games to help streamline large battles.

ie :

-ctrl+X : squad assignments. makes it easier to sort snipers from brawlers or from minigunners or non-combatants, by assigning them to a different squad.

-move and attack orders : go to X location and automatically attack any hostile encountered along the way, and then defend X location upon reaching it. (the AI will handle the battle for you, just the same way as when 2 hostile AI meets each other, like when raiders meets tribals). just tell your squad where to go, and the AI will handle it for you. (good against weak threats, that doesn't need player supervision)

-escort target : follow the target and attack any hostiles encountered. (almost same as above)

-multiple force attack melee/ranged : all selected colonists can be ordered to attack (melee/ranged) a target, by using just a single click, instead of ordering them to attack the same target, one at a time.

-queue commands : give a sequence of commands to a colonist. (good for telling them on how to prioritize which tile to build first or for when you want them to follow a certain path to avoid traps or hostiles)

-battle formations : a single row/column (a rotatable line would be preferable) formation, tight or loose (tight : no space between each colonist, loose : 1 space apart). this would make open field battles more enjoyable for hit-and-run tactics, since it tends to eschew the use of cover and prioritizes mobility, while making it easier to avoid friendly fire.

etc..
#55
Ideas / story arc events
June 04, 2015, 01:37:24 AM
anyways, in my other post i suggested about introducing story arc events and i would like to expand about that idea in this post.

generally what i was thinking about goes something like this :

sample urb world story arc event :
-a drug runner crashes down on rimworld, the player is notified of a strange package that the downed spacer is carrying in it's inventory. recruiting the drug runner will start the next event of this story arc and spawn a new faction called "the syndicate".
-about a week after recruiting the drug runner, the colony gets a notification to surrender the drug runner to a squad being sent by the syndicate. if players accept they will be given some silver but this will end the story arc prematurely. but if the players refuse, the syndicate faction will turn hostile and attack.
-if the player managed to defeat the syndicate squad, the drug runner will explain the contents for the package the drug runner was carrying. it turns out that it was a bootleg recipe for glitterworld medicine and the drug runner asks for your help in collecting the necessary ingredients. (maybe X amount of xerigium, plasteel, gold, and medicine, etc)
-the drug runner will fail to succeed several time across several months, and during that time the syndicate will continue to send squads to retrieve the drug runner and the package.
-if the player manages to survive long enough for the drug runner to succeed in creating a bootleg glitterworld medicine. the technology to create glitterworld medicine can be bought from the drug runner, and the player also has the option to recruit the drug runner or do whatever they want.


etc..

i'm hoping story arc events could become moddable in the future. so players can write and share their own story arc events. (maybe give a notice if it follows rimworld lore or if it deviates from rimworld lore)

edit : ooh, i have a quick idea. i remembered that some kickstarter backers have their own backstories. so i was thinking that story arc events would be compatible with that. for example : i saw this emily (?) with sex slave backstory and i was like wow, it would be cool to have story events that centers around that colonist.. or that dude john (?) the unstable butcher (?) what does he do?

anyways, i was thinking that once these "special" colonists gets recruited into the colony, it could trigger their character's personal backstory events. (they could even write it themselves if this feature is moddable)
#56
i've been building joy stuff into prison rooms hoping it would keep the prisoners busy enough so they don't try to raep hump attack each other to bits.

but i don't seem to see them using it. i guess it's probably coz they don't have "joy" in their lives (maybe that's why they're so ornery.)

suggestion : let the prisoners use joy stuff that are placed in prison rooms. also, maybe add more "joy" stuff that can actually train skills.

ie :
exercise gear : trains melee.
virtual shooting sim : trains shooting
#57
General Discussion / edible arms and legs
May 28, 2015, 08:14:36 AM
so i was thinking about how colonists, raiders, visitors, etc keeps losing their arms and legs for whatever reason, and i was like "dudes, where did all the sweet meat go?"

so yea, if we harvest the heart or the liver or lungs or replace limbs with bionics, etc.. why can't we eat it? shouldn't the extraction of a limb at least drop a few fresh meaty items for consumption?

also, why do people have ESP or hypersensitivity or whatevs? how could they be acutely aware that the meal they ate was made of human meat?
#58
Off-Topic / anyone else playing dig or die?
May 24, 2015, 04:14:14 AM
i started playing out this gem (it's a bit too early in the alpha) but i just saw this fairly new update.

http://steamcommunity.com/games/315460/announcements/detail/117436375494175510



pros :
-it's got this really cool liquid system that makes rains and flooding a real issue.
-it has this build/explore during the day and defend your base at night similar, similar to survive the nights.
-it has buildings with structural integrity, which needs proper support or it will crumble.

cons :
-it's very arcadey. it doesn't really focus much on the survival aspect. you don't get hungry or thirsty. so the survival "simulation" aspect of the game is very shallow. it plays like tower defense.
-the day/night enemy siege cycle is detrimental to exploration and actually keeping a base. for most parts, when it's nearing night and i'm too far from base, i just make temporary camps by digging a cave and setting up turrets. problem is that it seems to be effective enough that making a base becomes unnecessary once you start playing like a nomad.

-------------------------------------------------

anyways, i'm enjoying the game but i'm still on a lookout for a similar game but more focused on survival aspects. i'd also like it if it has recruitable NPCs so i can build a base like terraria.

looking for games with these features :
-hunger/thirst/tiredness/hygiene/injuries (basically rimworld features)
-water dynamics and structural integrity similar to dig or die.
-recruitable NPCs like terraria.

anyone got any suggestions?

#59
General Discussion / traps and ieds vs raider AI
May 21, 2015, 08:55:29 AM
found this on changelog :

QuoteStarted: Enemy factions remember the locations of discovered traps and avoid them in future

anyways, i was wondering about "degenerate" strategies like surrounding my entire base with traps and IEDs, while only keeping my only entrance (which is probably a killbox) clear of traps.

how is the AI gonna respond to this?

edit : also, will number of traps add to raider strength, the same way that number of turrets is used in part to determine raider strength?

edit : also, sappers throwing grenades at walls would be fun. but what would be more fun is if there's a rare chance that one of them will spawn with a doomsday rocket and actually use it to destroy walls, since raiders punching at walls to ignite it, even though they're holding r4 rifles and incendiary rifles is freaky.

even a 15 man raid that uses their guns to destroy walls would be a total game changer. like 4 miniguns, 4 snipers, 2 sappers, 5 brawlers with plasteel longswords and shields, all of them fully bionic + hyperweave + power armor.

edit 3 : also, arrow rain from tribal bowmen, bypassing roofless walls. brawler tribesmen armed with clubs that should have bonus damage to structures, etc..

also, what about kamikaze tactics? would there be dudes strapped to the teeth with IEDS and charging in like leroy jenkins or shouting aloha snackbar or something?
#60
Off-Topic / is elona dead?
May 14, 2015, 01:17:26 AM
i saw this game from the suggest a game thread and was curious enough to try it.
but anyways, is this game no longer continued or is elona+ like it's continuation?

also, can anyone suggest games with similar functionalities to this? hopefully with better controls/graphics? (2d or 3d) but i don't really mind the graphics.

reminds me so much of the j-rpgs from carpe fulgur like recettear, chantelise, and fortune summoners.  ;D