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Messages - Andy_Dandy

#211
General Discussion / Re: RimWorld change log
August 28, 2015, 11:36:52 AM
Quote from: Coenmcj on August 25, 2015, 10:29:19 PM
Quote from: christhekiller on August 25, 2015, 09:08:22 PM
QuoteTax paperwork

Wow, Taxes confirmed for Alpha 13
... Following the trend of the atrocities we all commit, I'd have to assume people would have to literally pay an arm and a leg in tax.

Oh no, will there be a Central Bank as well? My poor pawns will no longer be free but in debt tyranny.
#212
Was reserarch costs rebalanced upwards? I'd like to see a doubbling.
#213
General Discussion / Re: Harvests can fail now!
August 25, 2015, 05:27:01 PM
Quote from: Tynan on August 22, 2015, 12:57:21 PM
I'm hoping this will make growing skill more relevant! It was kind of pointless before.

It certainly does. Good design decission indeed.
#214
Just a suggestion: I'd love to see research costs atleast doubbled now, to reflect the new rebalancing of research better.
#215
General Discussion / Re: RimWorld change log
August 06, 2015, 08:15:51 AM
Quote from: Tumuel on August 06, 2015, 04:37:11 AM
When you say "Colonists start with a random pet" do you mean all colonists? I hate to think of starting every game with 3 animals to deal with, and even more to come with all the other people who get involved.
Do you mean just the starting 3 colonists? or do you mean the 3 starting colonists get one pet between them?
As you can probably imagine I am intensely confused as to what that sentence means...

Yeah, I'm uncertain that's a good game design decision, but we'll see how it turns out.
#216
General Discussion / Re: Bird
July 24, 2015, 12:27:03 PM
Nooo! Add Pterosaurs instead! :) Anyways; we will have chickens and roosters lads.
#217
Quote from: b0rsuk on July 23, 2015, 08:20:54 AM
Hauling is determined by movement speed! And movement speed is influenced by mood, health, afflictions, bad back, frail, peg leg. And bionic legs.

And I guess you could say much of the same is true for cleaning.
#218
Plantcutting is determined by the farming skill, by the way.

Anyways; I hope floor smoothing could be nerfed abit. Now it gets more beauty and the same walking speed like stone bricked floors.

My modest suggestion for smoothed floors: Increase walk speed to 96 % (Down from 100%) and beauty to +2 per tile (Down from +3). I'd also love to see (if Tynan should be willing to make it even more interesting) floor smoothing required for later being able to lay real flooring from stone bricks or wood.
#219
Quote from: Marnador on July 16, 2015, 04:17:52 PM
Alright sorry for missing that. I forgot adding one of the new graphic format strings to the shell itself.
It should be fixed now.
Let me know if it works alright.

Now it works very well it seems. Thanks for the fast hotfix.
#220
I seem to have problems with EdB UI-mod as well. It won't work after I added More Vanilla Turrets to my mods. I get the same main messege as the chap above.
#221
Downloading now. Look forward to playing with this mod again. Will improve my mood with ca 25%. ;)
#222
Thanks alot. Will have to start a new game tonight then for sure. This is the best turret mod there is. Best balanced and most vanilla looking, so of course we love it! :D
#223
Looking forward to see this updated to 11b. Went into some problems, or just the lack of spare time, dear mod creator?
#224
I have my own house rule. No save scumming. If everything goes to hell I either have to continue, or start a new game from scratch (no mather how much I love my on going colony).

Some times the temptation to load a previous save can be too huge, unfortunatly, so I'd love to see an ironman option, especially for the Cassandra hardest of difficulties. Game is so much better, tense and exciting when you have to live with your mistakes. Makes every little decission really mather.

#225
Quote from: kexici on July 11, 2015, 11:17:38 AM
Quote from: Vas on July 09, 2015, 04:00:10 PM
I'm guessing that it's intentional that you can only build these turrets by buying them from traders?  I don't like that.  Trader events are rather rare for me.
i work on +mod (turret builder on SC core

) i hate traders too :)

I actually like it since it adds hard choice. You'll have to save up and prioritise it over other tempting things to buy.

Another great thing is that this way this mod can live alongside the other great turret mod "More Vanilla Turrets", where the turrets are buildable. The different ways of aquiring the turrets, one through ressources and work  and the other through silver and trade, makes it worthwhile going for all the turret techs in both mods.

So my plea: Please keep these turrets tradable, for the good of the overall game with mods. Please do not ruin the perfect harmony between these 2 great turret mods.