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Messages - Vonholtz

#121
Mods / Re: Keep mods up to date
January 26, 2015, 07:21:14 PM
I do not know of the best way but this link list all the mod's for A8. And it has links to all of them so if it been updated you can look here.

https://ludeon.com/forums/index.php?topic=7930.0
#122
Outdated / Re: [MOD] (Alpha 8) Imperial Guard
January 25, 2015, 04:58:29 PM
Quote from: SilverDragon on January 25, 2015, 02:35:17 PM
Maybe the orks were the reason why parts of that ship are falling on the ground in the first place? ;D "WAAAGH c'mon boys, rip it apart for more bits, we gots a proper fight comin' so get all the dakka!"
Yep I agree. "hayz wwhat'z thiz red button for?"....."Redz one make it go fazter, push it"

Hey who here played orks in WH40k and did not feel it was a good battle less you have killed a few of your own boyz. LoL :o
#123
Outdated / Re: [MOD] (Alpha 8) Imperial Guard
January 25, 2015, 01:41:06 AM
Quote from: DaggettBeaver on January 25, 2015, 01:21:33 AM
Hey Armorer, i tested your Mod since i wanted some more factions, but i ran into something... umm.. strange.
I had this "crashed ship part" incident and usually when you attack that thing... well, mechanoids spawn. You can imagine i was quite surprised as a horde of orcs stormed out of the crashed ship part. So my question is: Is that intended?!? Did anybody else have this problem? I have a couple of other mods installed, but nothing that should alter the "crashed ship part incident"...
I have had the same thing. I think that is as intended. If you know any thing about Warhammer 40K thats how ork's get to other planets. They drop down in scrap star ships or hollowed out asteroids. I do not mind the orks or the mechanoids. But I would like to see it random one or the other. But both make it a bit hard. The fast attack ork's add in with the hard to kill mechs are hard to deal with at the same time. Also I am not sure it this was as intended or not but the ork's that come out of the ship part have no weapons. It might be the way it is in the 40K universe that they get to the new world and then have to get weapons. I seem to remember some thing like that in some of the lore. Or maybe it just a bug.
#124
Quote from: Shinzy on January 22, 2015, 04:45:14 PM
Quote from: Vonholtz on January 22, 2015, 03:30:51 PM
Wow this looks great. I would like to try this mod. Do you have to started a new game or can you just added it in to a already played game?

you can add it on to an ongoing game! it can take a while till you'll start seeing the new animals spawn though
but it works ;D

oh and Skully =P
"Crossbred and genetically manipulated lizard originally created as part of clever fragrance marketing gig."
Thank you I am adding it right now.  :)
#125
Wow this looks great. I would like to try this mod. Do you have to started a new game or can you just added it in to a already played game?
#126
Quote from: JuliaEllie on January 21, 2015, 04:55:28 AM
Quote from: Vonholtz on January 20, 2015, 05:54:25 AM
Quote from: caboose410 on January 02, 2015, 06:03:25 PM
Can you capture them? I got a Imperial Fist knocked out, and in the prisoner tab it said that the recruitment difficulties is 77. However it always says that the loyalties in below threshold. can we please make them recruitable?
Yes you can I recruited Raven Guard Brother Crase. And he lost his bolter. But he joined me with his full power armor. I have 2 other I am trying to get to join my colony. One of the two must have been the chapter cook he got a cooking 12. LoL  :o Oh I am likely going to rename them. Or maybe just short his name it a bit long right now.

lol thats cool :D I made the equipment destroy on drop so you wont get free OP stuff
It funny after I got the first space marine to join my colony all the rest will no longer even stay in the prison bed. I put them in it and then they just flop out and I can keep put them back to I am blue in the face they just wont stay in the bed. Not sure if this is a bug or not.
#127
Quote from: caboose410 on January 02, 2015, 06:03:25 PM
Can you capture them? I got a Imperial Fist knocked out, and in the prisoner tab it said that the recruitment difficulties is 77. However it always says that the loyalties in below threshold. can we please make them recruitable?
Yes you can I recruited Raven Guard Brother Crase. And he lost his bolter. But he joined me with his full power armor. I have 2 other I am trying to get to join my colony. One of the two must have been the chapter cook he got a cooking 12. LoL  :o Oh I am likely going to rename them. Or maybe just short his name it a bit long right now.
#128
It funny at first it did not dawn on me why I liked Rimworld so much. I am 47 now but back in the 70's as a child I had the fisher price little people toys. Now if you do not know what they are they are a round shaped body made of plastic or in the case of some of my older one made of wood. With a head stuck on top. Here is a pic of a Fisher Price little people family.
Now you tell me this is not Rimworld or just Fisher price in space. So dose anyone know was this planed out this way or is it just the way it came out? And don't get me wrong as a kid growing up I loved playing with my Little people toys. And now as a big kid I love playing with my rimworld little people. Oh and when are we going to get a Rimworld dog for are colony?  :P
#129
Quote from: Eleazar on January 19, 2015, 12:09:14 PM
Just random chance i guess, i haven't noticed a bald female in my games.
Yep most of my females have spiked hair. But I have one bald one who looks like a alien.  ;)
#130
Outdated / Re: [MOD] (Alpha 8) Imperial Guard
January 19, 2015, 03:00:48 AM
I am kind of new to using mods and I am a fan of the WH 40K stuff. So I am running some 40K mods. I have JuliaEllie deep strike mad as well as this mod. So fare I like this mod.

So what I want to know is do I have a bug or do grots drop sandstone rocks when you kill them. And if they are why do they?
#131
Quote from: windruf on January 19, 2015, 12:28:31 AM
it's a bug. it just become worse in this alpha. in a7 it showed one sprite and other 3 not, so it looked like fire is dancing.
don't worry, it will go away after a while.
Ok thank you I think in the end I messed up that game trying to fix it. So good time to started a new one. LoL
#132
I have been playing a game right now where I have been going in game for 6 years. I have a big base taking up a little less then half the map. And last night I fell I busted the game. Fire will not show up any more. The glow is there the sparks are there but the fire it self is not. Now I have tried saving and logging off and coming back but the fire still not there.

Now I am running 3 mods. First mod Project Armory I have been running from the started of this run. But the other day I added 2 more mod's. I put in Deep Strike and Colonial marines. Now the game ran fine for few hours logged off came back later was still running fine. Played for a hour or so and the fire stopped working.

Now I ran with the mods all was fine most of the day. I also had a fire that burned for almost 10 day in game and with all the firer working fine. It was set in a place where the plants would grow back up on one side and the fire would burn back and forth across a area day after day till I got some rain.  Soon after or maybe the next fire I saw after that I could not see the fire just the sparks and glow.

So has anyone seen this before did i add to many mods in to late did the 9 day long fire do it or have I just run my base out to big. and over taxed the game? Oh as a side note the game still runs but any of the fire even if I can not see the main part of the fire that I can not see drop my frame rate down so fare if it in my screen that the game is not play able.
#133
Quote from: Baguette on January 18, 2015, 07:25:51 AM
So... This mod limits the time you have to play because the virus goes airborne and everyone gets infected? That doesnt really sound fair.
LoL this is Rimworld with or with out a zombie apocalypse what make you thing it is fair.  ;D
#134
General Discussion / Re: Am I playing too much?
January 11, 2015, 01:10:35 PM
Redrum..........Redrum............REDRUM.................REDRUM
#135
Outdated / Re: [MOD] (Alpha 8) Project Armory (v.2.17)
January 11, 2015, 06:32:21 AM
I have been playing with your mod now for a week. I have found one small thing wrong. In the equipment racks and stockpile the Bolter name shows up twice. in the list for add or removing them from said zones or racks. The text is the same and as fare as I can tell I think the stats are the same to. But it just names it twice.

I hope this helps it a small thing but I just saw it earlier today when I was playing.  :)