Quote from: asquirrel on December 23, 2016, 02:55:08 PMyes the beast is mine but it has been tuned down but im open to further tweaks as needed.
Hey Marc,
I'm not sure if it was your mod but does your mod have that evil EXO-2000 giant robot mech? I forgot the exact model but the thing was freaking indestructible. If yes, is it the same stats as the Alpha 15 one or is it tuned down? Thanks!
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#16
Releases / Re: [A16] Talons Faction 1.6 New pawns and races (22nd december update)
December 23, 2016, 08:40:04 PM #17
Outdated / Re: [A15] Enhanced Development - 2016-09-17
December 23, 2016, 11:49:14 AM
Just so you know your embrasures work in alpha 16 all it really needs is the target version changed in the abouts page. (as far as I know)
#18
Releases / Re: [A16] Talons Faction 1.6 New pawns and races (22nd december update)
December 23, 2016, 11:44:22 AMQuote from: TOWC on December 23, 2016, 06:36:50 AMBut it does have more features new enemy, new mech. Now all I need to do is make a custom logo for the world map.
Some changelog or some notification that you just updated the mod without any changes would be quite handy.
But in future ill make some sort of change log.
#19
Releases / Re: [A15] Talons Faction 1.5 New pawns and races (5th September update)
December 21, 2016, 08:47:24 PM
A16 version is up
#20
Releases / Re: [A15] Talons Faction 1.5 New pawns and races (5th September update)
November 27, 2016, 08:20:00 PM
I can't reproduce these errors but if figure what mod it may be having compatability issues with ill see what i can do.
#22
Ideas / Re: Some suggestions from a new player
November 13, 2016, 02:05:00 PM
I would really like to see a majority of these implemented but i must ask, blackjack?
#23
Ideas / Re: Evolution, human subspecies, traits, and so on.
November 12, 2016, 03:43:05 AM
My mods adds some xenohumans link in my signiture.
And yes I know this is promoting and I feel bad
And yes I know this is promoting and I feel bad
#24
General Discussion / Re: Thrumbos?
November 09, 2016, 10:52:47 AMQuote from: skullywag on November 09, 2016, 04:25:49 AMYes someone else who says they are giraffes... albeit in fur coats.
Its a giraffe crossed with a termite.....
#25
Ideas / Re: Is there no internet in RimWorld?
November 06, 2016, 04:02:57 PM
In rimworld FTL is inposible and in real life it takes about twenty minutes of latency between earth and Mars. There are methods of getting interplanetary internet but to send a message to a server on earth to ask for data might take like 2000 years.
#26
Releases / Re: [A15] Talons Faction 1.5 New pawns and races (5th September update)
October 18, 2016, 04:22:35 PMQuote from: jmababa on October 17, 2016, 05:32:37 AMIt shouldn't do but my best advice is try it and let me know.
Is this conflict with medival times mod which adds a tribal war band that's more dangerous than any of your factions as I've seen my friend play
#27
Releases / Re: [A14] Talons Faction Alpha 14 1.0 New pawns and races
October 16, 2016, 04:02:12 PMQuote from: kaptain_kavern on October 16, 2016, 12:05:20 PMThank you however yes I have figured this out its just on the backburner behind the EXO-19. Furthermore i will look into the ice sheets issue.Quote from: MarcTheMerc on July 30, 2016, 02:47:56 AMQuote from: robotguy4 on July 29, 2016, 03:58:59 PM
Oh, that explains a lot.
I'm new to modding. Is there a way to change the size of the sprite without a DLL or would that require a DLL?
Now unfortunatly im not a 'textures guy' but i believe it would be as simple as resizing the texture unfortunatly, im not sure a pawn (colonist) can be retextured.
Hi marc !
I don't know if your still searching for this one but in the code for pawnkinddef in the part where you specify the sprite/texture path (with <texPath>) you have the ability to play with the value of a tag called <drawSize>. In fact that's how pawns have different size at different ages. If you set this to higher value your giant will be drawn bigger.
Also I tried to help someone on Reddit and it looks like traders from your faction cannot survive Ice Sheets apparently (and I recall we talked a bit about apparels/parka and pawn generation in a Help thread). So if I can help you out, i'm here
#28
Ideas / Re: Prevent lightning from popping cryo caskets until ballanced.
October 14, 2016, 08:36:55 PMQuote from: NolanSyKinsley on October 14, 2016, 01:42:03 PMQuote from: MarcTheMerc on October 14, 2016, 01:10:31 PM
I dont know this feels like the odds are slim to none. and though unfortunate it doesn't seem worth changing for now when other things could be developed.
Any time there is something that can just annihilate a colony with no possible chance for the player to prevent or stop it then it should be reigned in. I know it is a slim chance, but it is still EXTREMELY dismaying to players when it happens. I came back from a break from the game, and my first colony gets wiped it with no chance of survival. It literally makes me want to just not play the game if there are chances like this to happen. I am all for difficult gameplay, I play on permadeath to live with the choices I make, but to be wiped out like this is a horrible experience.
There shouldn't be 100% colony death chance events, period, no matter how slim the chance. This was an event that no matter what story teller, no matter what difficulty, there was zero chance for my colony to survive. The colony should die because the player did not prepare properly, could not handle a properly balanced event for the colony, or they took on a map that was out of their skill range and they succumb to environmental pressures.
A simple option that would not take much development time at all is to simply not allow lightning to strike in unexplored areas of the map, or to not strike within a certain range of map placed, and undiscovered, cryopods. Once the player decides to open an ancient danger it is fair game, but before that they should not be forced on the player.
Thats a resonable sounding enough request but to set it up to do that would require alot of coding which for an alpha game like Rimworld could be dedicated to something more worth while then mitigating a astronomically slim series of events which lead to your colony's downfall but really its up to Tynan and Ison.
#29
Ideas / Re: Prevent lightning from popping cryo caskets until ballanced.
October 14, 2016, 01:10:31 PM
I dont know this feels like the odds are slim to none. and though unfortunate it doesn't seem worth changing for now when other things could be developed.
#30
Ideas / Re: Replace some animals with NPC sprites /units
October 13, 2016, 08:47:19 AM
This seems very much doable with a mod however one small issues I see is it may lead to weird code splicing leading to taming and training wild humans.