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Messages - Vonholtz

#91
Outdated / Re: [MOD] (Alpha 8) Project Armory (v.2.17)
February 19, 2015, 04:45:09 AM
Quote from: NoImageAvailable on February 19, 2015, 04:33:19 AM
What is even the point of suggesting such ludicrously large lists? I highly doubt the developers have enough time on their hands to even implement half the weapons suggested on the last two pages.
The mod come with a switch off for weapons you do not want. I for one like mostly the weapons of today and the warhammer 40k weapons. But if someone wants every gun out there in there game then this mod offers it.

Keep in mind it a story telling game. I like to think of my pawns as a lost imperial guard unit. Or you could play it out as a crashed ship from firefly. ether way it can not hurt to have the choice to pick and chose what way weapons you want for the way you play.
#92
Quote from: EdB on February 19, 2015, 12:27:41 AM
Just a preemptive update: I am working on converting to alpha 9.  It looks like it's going to be a fairly painful update--there are a ton of changes that need to be made.  It will probably be at least few days before you can expect a release.
NP for me I was going to wait a few days before switching to A9. give the mod's a few day to update.  ;D TY
#93
General Discussion / Re: Noob question?
February 18, 2015, 09:46:16 PM
LoL I said I was a computer idiot did I not. I found the email Tynan sent me for the link for my new email address and it took me to alpha 9. So plz someone take this post down maybe someone will not see it and think i am a full on moron. LoL TY
#94
General Discussion / Re: Noob question?
February 18, 2015, 09:07:58 PM
Quote from: Vexillarius on February 18, 2015, 08:46:27 PM
When you bought the game you were emailed a downloadlink. That link will again be emailed to the same address, but the actual download available there will be Alpha9. Redownload, reinstall, and you're good to go.

Ok thank you I sent Tynan a new email address sense then I hope he got that.
#95
Ok I am not sure how this rate as funny but here goes. I have been using a lot of mod's of late and one is the Imperial Guard mod. It has added factions one of them is Orks. They some time come at you in large numbers(as anyone who played WH40K knows is right).

Well I got the attack message Ork are attacking. Another mod let me know the number of attackers. 97 orks and 7 grots were coming for my colony and I only have 11 pawns and turrets to try and stop them. I had 2 mortars so I had two pf my pawns stop off on the way to the front line and fire one round each.

As I was setting my pawns in place I got a message the ork are fleeing. So I stop and went to them and 36 were on the ground hurt and 23 were dead out right. The 38 still standing were running for it. And I looked all of them were hurt bad. 3 of the grots were still up and just stopped. they had not clue what to do. So I had to go out and kill them.

What happened was as they ran across the large map there was a gap on the mountain that brought all of them together at one square of the map and the one and a million mortar round hit that square. So I thought my colony was going to get messed up bad. But as it turns out worst my pawns had was some lost sleep.

Now I am not sure if it funny to you but I fell out of my chair laughing my ass off when it happened and I got to keep going.  ;)
#96
General Discussion / Noob question?
February 18, 2015, 08:33:06 PM
I bought rimworld back on Christmas day 2014(yes I know that only 2 months ago). Now I hear rumblings that Alpha 9 is close to being out. So here is what I do not know. How do we get the new update? Now before all you computer people jump all over me. I am not great with computers so I am sure it some thing you all know. I for one just play the games I do not know much more then that. Keep in mind I can repair most Musical instruments. But when it come to PC I know the right size hammer to fix it with and that about all. So plz little help.  8)
#97
Outdated / Re: [MOD] (Alpha 8) Project Armory (v.2.17)
February 18, 2015, 08:04:08 PM
Less I missed it but how can you have gun from firefly and not have Jayne Cobb's Vera? It has a name after all.  ;D
#98
Releases / Re: [MOD] (Alpha 8) Glitter Tech v0.8
February 16, 2015, 03:23:47 PM
Question about the titanium windows. Do they do any thing other then look nice. I mean do they let in light or lessen cabin fever? or some thing. I like the way they look so I like using them I just was not sure if they had other property?
#99
Quote from: Justin C on February 15, 2015, 04:03:07 AM
Quote from: Wykin on February 15, 2015, 01:59:40 AM
If anyone could port this to alpha 8 that would be amazing, this mod is great and should be implemented in the core game
The port to Alpha 9 is already complete. It will be released the day Alpha 9 is released.
Cool nice work.
#100
Releases / Re: [MOD] (Alpha 8) Glitter Tech v0.8
February 15, 2015, 07:36:16 AM
LoL trust me I am not realy complaining about the numbers. I am new to the game so I think I know now what I did to make the numbers run so high now. More to the point of my post was the first part. About the Pirates trying to besiege my colony with auto mortars with out power. It think the auto firing mortars are in your mod? And they should not be used by attacks who don't have power to run them.
#101
Releases / Re: [MOD] (Alpha 8) Glitter Tech v0.8
February 13, 2015, 07:40:44 PM
Not sure if this has been pointed out yet or not. Some Pirates dropped in to the map to besiege my colony. They brought all the making for the auto firing mortars. But did not bring any power with them to run the mortars.

Also on a Cassandra game with casual level setting. About 10 days in to the game I had 4 colonist and 2 turrets. And 80 replicators drop on to the map. They ran me over and there was no way in hell I could have done any thing about it. It was way to many for that early in the game. I am getting the same thing with some of the other factions from other mods. Like I have the imperial guard mod and the orks show up few days after I land with 4 attackers then the next time they show up few days later there 40 of them.( likely the way it would be in WH40K.) But before I added in the Glitter tech they come with a slower progression. Now after Glitter tech it come fast and with much greater numbers. Now 40 orks I can deal with but I will lose people and like lose the next time anyone attacks. But no mater how easy it is to kill replicators over orks 80 is way to many.

I am not sure if this is some thing to do with just your mod or how your mod works with the others. I did not see numbers like this till I put on and started a new game with the Glitter tech mod. All be it the orks go up fast in numbers it never been a jump of 4 to 40 before.  :)
#102
Releases / Re: [MOD] (Alpha 8) Glitter Tech v0.8
February 11, 2015, 07:24:28 PM
Quote from: Sam_ on February 11, 2015, 12:52:53 PM
Quote from: Vonholtz on February 11, 2015, 01:52:21 AM
Dam you LoL. I just started a new game with like 30 mods. The most I have put on at one time. And I have a good run and a new mod(ok old one updated) comes out that I want to added in. I will have to think about starting over now. I find any mod that have faction in them I need a new planet to put them in. Anyway I will have to give yours a try after all I have 8 factions in my game now whats a few more.  :D

If you really want to keep your original colony you can always edit the files in the world folder. I'm sure there's a step by step somewhere on this thread, but you just need to find the data about factions and add the new factions by copy and pasting.
LoL I know the right size hammer to turn my PC off with and that my skill with computers. I know a lot about computers back in the 1980's (yah apple basic). But as time has gone along I am pushed to my skill level with PC by just getting the mods to work right. Thank you anyway but I am sure in the end a new game will not hurt me...........much.  ;D
#103
Quote from: Rhisereld on February 07, 2015, 10:14:27 PM
I really enjoy this mod - unfortunately it seems to break quite a few things. This is the only mod I have installed.

- People from other factions almost always wear 2-3 hats and never pants... clothing seems to stack indefinitely.
- Successful healing is always 0% with a carefully prepared surgeon, even at skill level 12.
- Overview screen broke after a while, see screenshot. I have six colonists, and Vinny can do a lot more than firefighting.



Unfortunately disabling the mod doesn't fix the overview screen issue, I may need to start another colony.
I get that bug when I put on a mod that needs a new started so it not just this mod. I find that it best when adding big mods that change thing about the game to even started a new planet.
#104
Quote from: eatKenny on February 10, 2015, 06:12:05 AM
Quote from: Epyk on February 10, 2015, 05:53:36 AM
How long would it take for a combat trader to have a nuclear strike on them?
I use Turret Collection Overkill personally and yet to see one. Maybe I'm just unlucky.  :'(

you're just unlucky ;)

PS: the combat trader generats random number of weapons to sell (4-8 for ranged weapons), if you're using "project armory" or mods with additional guns it is more unlikly to get a sepcific weapon you wanted. but you can always use Dev mode to spawn the weapon.
I have found one of the nice thing about "project Armory" is it has a way to turn off weapons so they will not be in the game. This will cut down on getting weapon dealers with tons of gun you don't want. Oh and I have only seen one nuclear strike so fare and it was in the first combat trader to show up and I did not have much silver at the time.  ;)
#105
Releases / Re: [MOD] (Alpha 8) Glitter Tech v0.8
February 11, 2015, 01:52:21 AM
Dam you LoL. I just started a new game with like 30 mods. The most I have put on at one time. And I have a good run and a new mod(ok old one updated) comes out that I want to added in. I will have to think about starting over now. I find any mod that have faction in them I need a new planet to put them in. Anyway I will have to give yours a try after all I have 8 factions in my game now whats a few more.  :D