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Messages - oronnoro2

#31
Thank you very much for your mods =D
#32
Thank you very much for you contribution, =).
#33
Any chance you can do a quick update for A10? I miss the sniper...
#34
How about a real heavy armored turret? Slow, close, high damage. Something like a tank, with a shield as well. Maybe it could grab the attention of the attackers while other turrets take the enemy down.

I would also really love to see more upgrades for individual turrets. For example, adding a longer barrel for the sniper turret, or an upgrade that would make it fire faster, ect. Or maybe a tri barrel sniper turret. Things like that would really be something to look forward to. Just random upgrades that make the current turrets awesome, more awesome.
#35
Agreed, really love this mod. Please update it.
#36
Ideas / Rimworld download page!
February 20, 2015, 01:10:33 PM
Not sure if this has been posted. I would really like for the download page to show what version the game was on. Just like when you download the game and uncompress it the folder would read RimWorld722Win, but the download page just has the name of the game. Would be good to know at least the version of the alpha.

I only bring this up because of hotfixes. I've downloaded alpha 8 when it was released, then again a while after and the version of the alpha has changed, which I did not know happened. I always thought that then the alpha was released the updates on the changelog was just things being added to the new alpha, unless that still the case and the current version only gets hotfixes without notice?

Anyways, my point is, if I did not download alpha 8 again I would have never seen the new version, which is why the download page should at least show the version of that alpha. As for the game notification of new updates, I never get it unless its a major one, like a new alpha, otherwise, it never tells me of new versions of that alpha.
#37
General Discussion / Re: Siege and Mountain
December 25, 2014, 08:30:15 PM
Thank you both =D. Marry Christmas.
#38
General Discussion / Siege and Mountain
December 25, 2014, 06:12:54 PM
Why can I still get shot with a mortar shell even tho I am in a mountain? I mean, there "is" a roof over me, so why can a mortar shell go through it and still hit me, but doing anything else like using solar panels you cannot do.

I would have thought that, if you're in the mountain, mortar shells cannot hit you. That's the point right, being covered by rock over your head to be safe. But instead, they just fly in as if you're outside, with walls and no roof.

As long as the area the shell hits is mined, it goes through, but un-mined rock, you get that nice satisfying sound of mortar shell hitting rock. Your digging into the mountain, not digging in an up.

Sorry for the weird rant/somewhat rage like post. Maybe I was expecting more thought going into this when Siege's wore added into the game.
#39
Mods / Re: Mod Pack.
June 27, 2014, 02:24:01 PM
There already is a mod pack, the problem is, it's a tedious project to keep up to date. Don't expect it to be up to date.

http://ludeon.com/forums/index.php?topic=2808.0
#40
Mods / [Request] Towers / Wall mounted turrets.
June 12, 2014, 02:00:20 PM
It's been a little while since I played RimWorld or got any new mods for it. I wanted to know if anyone made a tower mod. Something that is higher then the walls, and for shooting raiders before they get into your base. Maybe a turret mounded on a wall, something like that would be great as well, and I don't mean on the side of the wall I mean sitting on top of it.
#41
Tools / Re: [TOOL] RW SaveEditor (v.0.5.2/Alpha 3)
April 26, 2014, 09:30:51 PM
What ENE was talking about is when you start a new game and you "Randomize" on skill level some skills come with the " - " meaning they cannot do the job associated with that skill, because they do not know it.

For example:
Construction -
Growing 3
Research 5

In the example, "Construction -" now cannot be done because the colonist does not know it. While "Growing 3" they do know, and the skill for gorowing is 3.

In your program, because the game was started with a colonist not knowing "Construction" changing it in the program does nothing. If you you wore to change Construction in your program to 10, it would still be nothing. The colonist would still not know the skill even tho you said its 10 in your program.

This is a grate example with colonist like pirates or travelers. Because they sometimes come with unknown skills, and would not do that job. Just as if you got a pirate with nothing but cleaning... That's all they would do.
#42
Tools / Re: [TOOL] RW SaveEditor (v.0.5.1/Alpha 3)
April 25, 2014, 12:38:08 AM
This is very cool, well done!
#43
Thank you for the help!
#44
I'm having bit of a problem. Maybe I just don't understand the mod enough and I'm missing something or mods are conflicting and I'm not getting the resource.

I understand that the blue bits in the image I'm posting is metal, and the orange / brown is copper?

How do I get it? Should I have some when I start the game? I've researched quite a few things, but several of the researched objects need this other metal that I do not have. Thank you for the help!




EDIT:
I'm getting Iron Ore from the areas you would usually get copper from by mining it.
#45
I apologies if this has been asked.

I understand why you start with 3 colonists, but I want more.

As for the dig into the earth part, I was looking for something more like dwarf fortress. I want to be able to dig down or up.