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Messages - akiceabear

#16
General Discussion / Re: Congratulations RimWorld !
July 20, 2016, 01:11:57 AM
I'm not sure what the criteria is for trending, but it isn't sales alone - Rimworld is #3, and there are plenty of AAA titles in the top ten. GTA5 has been in the top 10 of sales for months and months. Also, I think Rimworlds positions also includes everyone that owned it pre-Steam that is now redeeming their Steam codes.

http://store.steampowered.com/search/?filter=topsellers

No doubt that Rimworld is doing well, and I hope continues too.
#17
He has features planned at least through A16.
#18
He's had similar disclaimers for the last few alphas (since A9?). It's to discourage unrealistic expectations of endless development. He's said himself that it also may continue, and/or he may have others do more additional development under his guidance to reduce the personal burn out. Many options.
#19
Goodness, steam's front page has been abysmal the last few days!

Do you plan to issue steam keys to qualified existing owners in advance/same day of release? Obviously it would be good to have long standing fans boost reviews from the first minutes...
#20
Ideas / Re: Adventure mode!
June 13, 2016, 01:01:10 AM
What do sprites versus 3d models have to do with an adventure mode?

I think it's a fine idea, but probably requires an expansion to fund.
#21
Following!
#22
Quote from: skullywag on May 12, 2016, 07:40:11 AM
So as NIA has left Rimworld modding and the modders slack ( :( ) I guess now is the time to state that ill be taking over maintenance of this mod with his blessing, for now, simply because I have a silly amount of mods and a rather large lack of any free time, this will be restricted to alpha updates (and maybe the odd bugfix) only. I wont be adding new features for now.

If anyone out there thinks theyve got the skills to pay the bills and understands where CR should head and wants to take over from me then i would welcome a chat.

CR will live on. Dont worry.

Awesome!
#23
Quote from: porcupine on May 09, 2016, 11:31:26 PM
Much appreciated on the mod, and also the explanation.  Too many people leave communities, and nobody knows how/why/etc.   At least this provides Tynan the opportunity to understand actions that are negatively affecting the community, and ultimately his own future.

Personally, I'm not sure if I'll play subsequent releases without combat realism, and it seems unlikely it'll go on without you.  As far as I'm concerned, this mod represents what should be integral game-play, and I hope there's some method for him to integrate it to the base game in future releases (as opposed to the mod withering due to compatibility issues as new releases come out).

Your work is nothing short of solid, I hope to cross your path again sometime/somewhere! :)

I agree wholeheartedly - this mod added many dozens of hours of extra fun, and I'll have great difficulty playing without it in the future. Assuming I keep playing at all in vanilla...

Many thanks again NIA! Amazing mod.
#24
Quote from: player13 on May 02, 2016, 09:48:14 PM


I haven't tried running a game with just CR and CCL to see if I could see the ammo at the machining table.

Any help is appreciated.

Try this.
#25
Off-Topic / Re: Stellaris!
May 02, 2016, 09:58:34 AM
Quote from: keylocke on May 02, 2016, 06:15:01 AM
i thought mount&blade was a paradox game?

Paradox Development Studio makes games, Paradox Interactive distributes others' games.
#26
Off-Topic / Re: Stellaris!
May 01, 2016, 02:44:49 AM
If tactical combat is your fixation then Paradox games should be skipped - all the combat systems tend to be automated once you actually enter combat, with the player decisions being on composition, upgrading, prebattle positioning, etc (and not necessarily even those). They are very much a empire management rather than war game.
#27
Quote from: Alistaire on April 30, 2016, 10:26:35 AM
You can disable crafting for all Rimfire guns and choose which guns you want available in Rimfire, even for entire categories with categorization
turned on. All these options are accessible via the CCL Community Core Library MCM Mod Configuration Menu.

Thank you for clarifying that, I'll give that a try!
#28
It really seems changing mods should result in a forced restart as part of vanilla. Is Tynan aware of this? Could it possibly be added as a must have mod? Frustrating to see so many errors from this simple solution.

Great to hear the crafting will be balanced later - once up and running it does feel quite easy,I think research walling some higher ammo guns will help a lot.
#29
Been loving this, unfortunately ran into something of a game-ending bug today. Not sure, but I think what triggered it was a pawn starting a new bill to craft foam ammo for the incendiary launcher at the machining table - at that point everything slowed to a crawl. When I save/reload the problem persist, with many errors in the popup log. See output_log attached.

Separate feedback - my one gripe with this mod is that with the ammo plus Rimfire the machining table is becoming cumbersome to navigate - the list spans 3-4 pages now. Also, some of the Rimfire guns will craft but nothing appears when finished (I assume this is a compatibility issue that may get solved later). I personally would prefer if there was a dedicated ammo table and a dedicated gun table, at least for cleanliness.

Also, I look forward to the slimmed down list of vanilla friendly guns in a CR add-on - Rimfire is great but I feel starting to become a bit bloated. With the advent of different ammos allowing one type of gun to perform several "functions" this is even more obvious.

[attachment deleted by admin - too old]
#30
Finally had time to put a few hours into this tonight, latest version, plus Rimfire CR. No bugs experienced, really loving it, including the ammo system! Kudos, this remains a must-have mod for me to enjoy RimWorld for more than a colony or two per version.