Fingers crossed.
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.
#376
General Discussion / Re: So Tynan, care to explain the AI optimizations?
January 06, 2015, 06:21:26 PM #377
General Discussion / So Tynan, care to explain the AI optimizations?
January 06, 2015, 08:13:18 AM
Just figured I'd ask seeing as you've been working your butt off on it and I know we're all curious on what you've fixed/changed in regards to how people function and do things in game.
#378
General Discussion / Re: Personal shields?
December 29, 2014, 03:13:33 PMQuote from: Tynan on December 29, 2014, 03:02:04 PM
Well, the idea is to raise the viability of melee weapons.
The basic way the shields work is that you can't shoot in or out. So you'd use one if you were a melee fighter.
They do take damage and lose energy. If they take enough damage they'll pop and take a while to reset. You can also still be shot by people who are in adjacent cells (melee range).
Eh.... I mean I know why you're adding it but at the same time.... I don't ever use melee for the simple fact that it's pointless nine times out of ten. You don't send a melee fighter against most shooters, if any group is bunched up a melee specialist is going to be obliterated in a moments notice, and should a melee fighter get hit with fire what happens?
Idk just seems a bit odd to add. Now if you make it an item that ANYONE can equip, or make it kind of like a spare life item for people who take violent shots then I might understand a bit.
#379
Outdated / Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
December 20, 2014, 10:06:52 AMQuote from: thefinn on December 19, 2014, 07:41:06 PM
Last Active:
December 03, 2014, 10:30:32 PM
Has been a lot more than a week. Hey though, no use just asking a question of a bunch of white knights right ?
Not just a white knight lol... I actually talk to him on a daily basis. He's doing fine, just been really busy with the holidays.
#380
Outdated / Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
December 19, 2014, 01:16:23 PM
He's still working on it people, relax already.
#381
Outdated / Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
December 17, 2014, 02:08:39 PM
Yeah band it's called wait. It's both the holiday weeks and a time for finals all wrapped up in one.
#382
Outdated / Re: [MOD] (Alpha 7) AstroTec Labs: Off-world Mining [UPDATED v1.2 - Oct 20]
December 17, 2014, 09:05:48 AM
Amen!
Got an ETA for release there Pandora?
Got an ETA for release there Pandora?
#383
Releases / Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.4.1 - Updated 13 Dec 2014)
December 15, 2014, 11:07:11 AM
So my big request for the next major patch with this mod, is a scenario button that lets us choose from a bunch of scenarios that impacts our starting group, their resources, biome, etc.
Is it a big task, sure.... but is it one that RimWorld as a whole would enjoy, oh without a doubt.
Is it a big task, sure.... but is it one that RimWorld as a whole would enjoy, oh without a doubt.
#384
Outdated / Re: [MOD] (Alpha 7) AstroTec Labs: Off-world Mining [UPDATED v1.2 - Oct 20]
December 15, 2014, 10:47:55 AM
Not unless AstroTec wants to add hauling drones to the game!
#385
Outdated / Re: [MOD] (Alpha 7) AstroTec Labs: Off-world Mining [UPDATED v1.2 - Oct 20]
December 15, 2014, 10:18:24 AM
Hoping to see this get updated. Was always such a nice concept for a mod.
#386
Outdated / Re: [MOD] (Alpha 8) Gods Lubricant - A Water Mod(v1.2 Updates 14/12/14)
December 14, 2014, 08:37:30 PM
Work on those textures friend and we might be able to poke Tynan with this. He already planned on doing stuff with water if I recall correctly.
#387
Outdated / Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
December 14, 2014, 07:05:53 AM
Minami is being a bit of a jerkwad right now while playing Dota.... but he's working on it folks.
#388
Outdated / Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
December 13, 2014, 03:49:38 PMQuote from: EdB on December 13, 2014, 03:00:37 PMQuote from: Ramsis on December 13, 2014, 01:42:13 PM
...must ask what these features you've been sitting on are?
No, nothing like that. Two very minor new features in the interface mod. Nothing new in prepare carefully.
Wasn't trying to tease anything. They really are minor additions. I'm adding the ability to copy-and-paste storage settings and the ability to toggle the colonist bar without enabling and disabling it--both features that have been requested by multiple people.
Good times.
#389
Outdated / Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
December 13, 2014, 01:42:13 PMQuote from: EdB on December 13, 2014, 01:10:51 PMQuote from: Ironvos on December 13, 2014, 10:28:24 AM
I do wonder though if this mod is save game compatible.
It doesn't change anything in the gameplay so i assume it is ?
Correct. Enabling and disabling the mod has no impact on your saved game.
Greetings Ed, and... once again sorry for bothering you over PM's.... must ask what these features you've been sitting on are? Don't suppose it's something along the lines of scenario drops with the prepare carefully system a lot of us have been hoping for?
#390
Outdated / Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
December 12, 2014, 09:42:32 AM
Currently trying to find someone willing to revive this mod.... no luck so far :<