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Messages - DestroyX

#46
yeah, it would be really interesting to know, what he thinks about the whole concept.

however, it seems like he isnt really around these days in the forum, maybe he's in his holidays or something.

#47
because, on contact, they turn into a blob, because rimworld is obviously based on futurama :D


on a serious side tho, some more thoughts about this would be really nice to hear^^
#48
Outdated / Re: [A12d] [GUI] Enhanced Animals Tab
September 08, 2015, 11:13:11 AM
Quote from: l2032 on September 07, 2015, 07:15:05 PM

Will likely break with mods that introduce genders other than male, female or other.


so basically, if a squirrel sexually identifies as an attack helicopter, it breaks the game?
tumblr wouldnt approve this mod :D


seriously tho, thank you for the mod, it makes managing animals sooo much easier!
#49
Outdated / Re: [A12d] [GUI] Work Presets (v1.0)
September 08, 2015, 09:45:59 AM
holy hell, you made my (rimworld) life so much better, thank you!
#50
Help / Re: Timeflow Manipulation
September 08, 2015, 09:44:10 AM
thats too bad... i really wish you could affect time...
i too think, that the days are way too short and would like to stretch them out a bit. sad, really^^
but maybe this gets changed, so it can be modded. would be awesome
#51
Ideas / Re: Micromanagement of artilarry barrage
September 08, 2015, 07:23:02 AM
i second this :D
would take alot of hassle out of the redundant micromanagement^^
#52
Ideas / Re: Custom Game Options
September 08, 2015, 05:27:42 AM
well you can mod these things yourself (like, i modded traders to turn up every day and have like 10x the money and tradegoods :D), however, +1 to you, this really should be an ingame option
#53
heyho :D

i stumbled over a thread that completely explains how armor works in this game today, which was quiete a strange discovery honestly.

at the moment, if you have 100% armor, it actually means you get 50% damage reduction and 50% chance to withstand the damage altogether.
while this is okay, gameplaywise, it gets kinda wierd if you take smaller weapons into account.

a guy in a complete power armor (which should be, lets be honest, a damn beast) should not be able to die from 10 guys with pistols.
such low damage weapons shouldnt even be damaging, not even to the armor itself.
so why dont introduce a stat like armor mitigation, which either reduces the damage by a flat amount, or (which i like better, because balance) set a minimum treshold at which damage can be applied, so the weapon needs, as an example, at least 5 damage to do anything to the colonist, aswell as the armor. (said damage is calculated before reduction)

this could also be applied to melee combat, so you cant be stunlocked by some random guys with clubs anymore, would make melee quite a bit more viable, since it heaviely relies on overwhelming you with sheer numbers.

tl;dr -> armor mitigation could lead to some pretty desirable results, please correct me if i'm wrong^^

part two would be a bigger gamechanger, a quite intersting one, however.

it aims for the biggest part at the melee system, which is really unbalanced at the moment, mostly due to said stunlocking, where overwhelming numbers are wailing at you, leaving you unable to even run away.

a possible fix would be to restrict each square to one pawn at max.
of course, if the square contains an ally, you can still move through him, so you dont get some mad pathing hassle, but in melee, you cant have 50 tribals on one square wailing on a colonist, because the way tribals work are obviously to form  a blob of attack arms on contact with each other :'D.
alternatively, you can still restrict the max number of the pawns who can either attack or stand on a single square, so there are lets say a maximum of 5 guys who can attack you at the same time, from the same tile. (this, again, allows stunlocking tho. so to make it viable, if we take the power armor vs tribals again, damage mitigation, or maybe even a stun resistance stat, which i would be in for, too, would be a desirable addition)

so yeah, i'm done now^^

last but not least i want to thank you for always trying to improve your game, it brought me tons of fun (and depressing) hours :D

i really hope my suggestions will be thought about, however, if you think they are bad for the game in its state it would still be nice if you could give me a short feedback why, because that would be just as interesting for me^^

#54
hey there rooki :D

first of all, thanks for the awesome mod, really adds alot of fun to the game :)

second, with the addition of the tyrant enemies came great confusion, as they not only try to fight my colony, but genders aswell.



the federations tranny may look a bit odd, but her being a  living nightmare is really a bit harsh, isnt it?

tl;dr-> typos = fun :D
#55
well, i actually never had the error showing up at all, and i was playng all day yesterday so.. kinda wierd^^

still, thanks for the time :D

#56
i appreciate the perfectionism :D

but thats neat, i gotta try it out^^
thanks alot for the effort btw :D

i'm in a huge session anyways, so i might aswell go bughunting in the process.
game started without errors at least, so it starts off good.

well, was just an idea anyways, as i said, anything beyond xml editing is still beyond me.

so yeah, thanks again for the effort, i reply again if i got something new^^

edit: 20 minutes in, no error message so far^^

edit edit: well that confuses me. no error message at all. so.. no idea whats wrong with your game or mod setup, but it just works totally fine for me
#57
well, that was faster than expected :D

just in time, because my colony is drowning in skeletons and stuff everywhere >.>

i have nothing in the mod placed, because the stations threw errors and i wasnt that far in to build a MAI yet, so it should work i guess, lets try^^

with robots, do you mean the cleaners and haulers too, or just the MAI's?



edit:

you did it, thank you, debug senpai :'D

edit edit:

alright, the haulers and cleaners are in the list too.
since i'm using the colonist icons, is there a way to get the bots out of the list again?
because it gets kinda much :D
(it also spams the "colonist idle" list alot :/ )

the other way would be that it throws an error from time to time... will it actually affect anything or just spam the debug log?

edit edit edit (damn :'D) :

would it help, by any chance, to turn them into animal pawns?
sorry, that stuff is still beyond, me, so i just throw ideas around^^"
#58
which means there is at least a fix in sight and its not an incompatibility issue^^

you dont have to be sorry, i just want to have my hauling minions back one day :'D
animals are too fragile for my rough enviroment to haul stuff^^
#59
heyho^^
got a problem with the hauler and cleaner bots too.
after i place them i always get this:


i cant activate it aswell, because then i get this:



i'm using the ultimate overhaul modpack, if that matters.
since it has an own version of the miscellaneous mod, without the MAI+robots one, so maybe there is some change in there that stops it from working.
at least thats my best bet.

would be awesome if you got any idea, if you can give me a hint where the problem could be i can fix it myself.
i can change stuff in mods, but bugfixing and doing stuff from scratch is still beyond me :D
#60
Bugs / Harvest fail chance bug
August 30, 2015, 01:00:35 PM
Heyho^^

found a bug with the new harvest fail chance thing^^
got a modded game with "slightly" stronger bionics n stuff.



basically i got way higher than normal sight, manipulation and conciousness.
however, that doesnt decrease, but rather increases the fail chance, so my high end cyborg guy can headshot people across the map, but when he tries to fell a tree he probably chops 88% of em into orbit, so the wood gets lost.

the only explaination i got :D