Alpha 11: Zombie sappers!? :O
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.
#16
Outdated / Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
June 14, 2015, 02:48:23 PM #17
Ideas / Re: alpha 12 Wild West theme
June 11, 2015, 05:02:38 PM
Since this is suggestions, I will take the freedom to suggest you start using punctuation marks
#19
Ideas / Re: Your Cheapest Ideas
June 08, 2015, 01:19:10 PMQuote from: jega on June 07, 2015, 10:18:32 PMQuote from: Zerg HiveMind on June 07, 2015, 10:09:54 PM
Id love to see an all out war. A notification comes up and it says
Whoa 2 factions are waring near you.
Watch out for stray shells. And make sure your colonist done get involved.
Also i think it be kinda cool to have a rail system. But its random if you spawn near the tracks or not. But you can make a train station to trade goods and then get a small shipment of silver for what you sell. Idk my personal wants.
At first I thought this was awesome. I thought of two large Groups of Visitors from two factions spawning on your map, armed for war and they attack each other, maybe you could help one side in a massive attack, it would be epic.
And then it occurred to me; say that happened. Even say you did nothing, and didn't interact at all and just got to watch a battle not involving your colonists. If that happened, once it's over and there are a bunch of dead bodies, even if one side captured a couple living ones, that is still the game dumping a lot of money on you for free.
I guess coding pawns to loot the corpses wouldnt be that hard
#20
Outdated / Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
March 21, 2015, 09:15:38 AM
Can you make a shallow moat a separate mod?
Thanks
Thanks
#21
Outdated / Re: Alpha 9 Mod List
March 20, 2015, 04:57:16 AM
I think you missed apparello
https://ludeon.com/forums/index.php?topic=5085.0
https://ludeon.com/forums/index.php?topic=5085.0
#22
Outdated / Re: [Mod] (Alpha 9) Industrialisation v0.97 beta (18-03-2015) big update!
March 19, 2015, 08:47:51 AM
I just started a new game with industrialisation and realized I am unable to build any power production building swithout steel, and steel cant be get without having a steel mixer, which you can't build without concrete, for which you need to research concrete production. Is such a steep curve for power production intended, or should I just get a bunch of concrete for starting resource?
#23
Outdated / Re: [MOD] (Alpha 9) OmniCorp - Area effect vanilla style shields-plus armour shield
March 18, 2015, 06:31:51 PM
For the armory I am not worried until it's out
Rimfire&rimsenal are what I was hoping for.
Btw, do you suggest turning all the turrets off?
I am starting a new game and thinking of trying to go just with omniturrets, but on the other hand it might get too hard...or would it? :/
Rimfire&rimsenal are what I was hoping for.
Btw, do you suggest turning all the turrets off?
I am starting a new game and thinking of trying to go just with omniturrets, but on the other hand it might get too hard...or would it? :/
#24
Outdated / Re: [MOD] (Alpha 9) OmniCorp - Area effect vanilla style shields-plus armour shield
March 18, 2015, 05:39:02 PM
Heya, are omniturrets compatible with other weapon mods?
If yes, with which ones?
If yes, with which ones?
#25
Outdated / Re: Alpha 9 Mod List
March 18, 2015, 02:15:12 PM
Tbh, after letting rimworld be for about a month or so, now I am feeling overwhelmed with mods.
Dk what to play with :/
Dk what to play with :/
#26
Outdated / Re: [MOD PACK] (Alpha 8) Epyk Pack 1.18y[Alpha 9 update soon!]
March 17, 2015, 06:29:12 PM
Share!
#27
Releases / Re: [MOD] (Alpha 9) Rimsenal v0.2 : Mod divided!
March 14, 2015, 07:54:39 AM
Mechs suits! Great idea, funny how nobody thought of that before
#28
Outdated / Re: [MOD] (Alpha 9) Combat Realism v.1.1 (23.02.15) A pilum to a mortar fight
February 23, 2015, 10:29:30 AM
I'd be nice to include turrets from 'more vanilla turrets' mod to diversify the options, if its not too much work
#29
Outdated / Re: [MOD] (Alpha 9) Combat Realism v.1.1 (23.02.15) A pilum to a mortar fight
February 23, 2015, 10:22:18 AM
Are vanilla turrets also changed to reflect realism?
#30
Outdated / Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
February 22, 2015, 06:34:40 PM
I saw there was a problem before: zombies attacking laser turrets instead of pawns. It happens with the new version too