Speaking of totally awesome imbalanced starts, is the 10 starting spawns limit hardcoded into this mod, or the game?
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#16
Releases / Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
September 14, 2015, 12:47:19 PM #17
Outdated / Re: [A12d] Infusion - Equipment enchantment (04-09-15 v30c)
September 12, 2015, 12:06:01 PMQuote from: Latta on September 12, 2015, 11:20:52 AM
I need opinions from who uses this mod.
Currently, this mod is heavily based on percent based stat modifier. Let's say A is a pawn with aiming delay of 100%, while B is also a pawn but with aiming delay of 200%.
An infusion with aiming delay multiplier of 95% will decrease A's delay by 5%, but for B, it would be 10% instead.
I might change this into fixed value, e.g. aiming delay offset of -5% so both A and B get same amount bonus, when I change infusion's stat modifying mechanics. I may also trash this idea, and surely won't change to this when said mechanics are not possible to apply.
I think I would prefer a mix of offsets and multipliers.
#18
Outdated / Re: [A12] Combat Realism v.1.3.3 (05.09.15) Reloading
September 07, 2015, 07:50:50 PM
NIA - I hope you got my response to your questions. I'd have responded sooner, but I was at DragonCon.
#19
Outdated / Re: [A12] [GUI] Work Presets (v1.0)
September 07, 2015, 05:54:18 PM
I was just complaining about this on stream last week!
Thanks!
Thanks!
#20
Releases / Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.1 / 31.08.2015)
August 31, 2015, 07:32:58 PMQuote from: Boston on August 31, 2015, 07:21:45 PM
Hello,
If I may ask a question: how do the trader camps work? I would like to trade with them, but don't have an orbital beacon.
They work just like the comms console, you still need the beacon to trade with them.
#21
Outdated / Re: [A10] Combat Realism v.1.2.4 (12.05.15) Misc balance
August 31, 2015, 12:43:24 PMQuote from: NoImageAvailable on August 23, 2015, 12:42:33 PMQuote from: NihilRex on August 23, 2015, 12:37:21 PM
Forget that, what about Time On Target for mortars\howitzers?
Can you elaborate?
With multiple shooting verbs, you could simulate doing a ToT barrage with mortars\howitzers. They take longer to set up, but drop several rounds in a tight cluster. It is like having multiple guns on one target.
https://en.wikipedia.org/wiki/Artillery#MRSI
#22
Outdated / Re: [A12b] Cats!
August 26, 2015, 06:33:16 PM
For legendary cats, perhaps Grumpy Cat could become a Thrumbo-like creation? Beams that make you have a sad\dazed\wandering breakdown
#23
Outdated / Re: [A11B] Mechanical Defence 2 (Update 21 - Droid quickie by Leucetius)
August 25, 2015, 09:28:48 AMQuote from: DarkTemplarlord on August 25, 2015, 08:47:29 AM
Alpha 12 update coming?
Read back a bit. Some parts are up, droids will be awhile.
#24
Outdated / Re: [A11B] Mechanical Defence 2 (Update 21 - Droid quickie by Leucetius)
August 25, 2015, 12:03:05 AMQuote from: Too-DAMN-Much on August 24, 2015, 11:54:24 PM
in that case, can i ask for a feature? disposable batteries to one time use emergency charge a droid that can be crafted somehow, but please be sparing on silicon, i've waited 3+ years for a usable amount to zoom by on a bulk goods trader before, no exaggerating
That sounds... awesome. Double want.
I love dropping droids in with prepare carefully, and it sucks that you have to turn them off so soon... _any_ other method of charging them is cool.
#25
Outdated / Re: [A10] Combat Realism v.1.2.4 (12.05.15) Misc balance
August 23, 2015, 12:37:21 PMQuote from: NoImageAvailable on August 23, 2015, 09:17:49 AMQuote from: CB elite on August 23, 2015, 06:42:08 AM
There was a lot more to the conversation, but this is basically just letting you know that you can add a lot of functionality to vanilla guns (which are very realistic) if you so desire, by giving certain weapons two verbs:
- Spears can be used in melee combat forever, and then thrown as a last resort (possibly destroyed after one use)
- Ranged weapons can be used as blunt melee weapons when an enemy gets close enough (hitting someone with the butt of your gun, for example)
- Anything else you might think of that involves one melee verb and one shoot verb
Giving a weapon two different shooting verbs doesn't work very well for whatever reason, so just keep that in mind...
And yeah! Feel free to join us on Slack
Just go here to get started
Ah, well that could be interesting. Though now I really want to figure out a way to give multiple shooting verbs to guns, suppressive fire anyone?
Forget that, what about Time On Target for mortars\howitzers?
#26
General Discussion / Re: Call for public testers (Alpha 12)
August 18, 2015, 10:44:51 PMQuote from: Jaxxa on August 18, 2015, 10:30:37 PMQuote from: Mr.Cross on August 18, 2015, 10:28:59 PMQuote from: NihilRex on August 18, 2015, 10:22:12 PM
I'm down. I just hope I am allowed stream my bug searching, that makes it more fun for me.
I don't think they will allow streaming of something like this, you can wait and ask itchy though.
Specifically disallowed when you get the download.
Not even supposed to talk about it.QuoteSecrecy
Do not use internal builds to make YouTube videos, and don't announce info about what's happening in internal builds.
Aww. Otay. Worth asking about.
#27
General Discussion / Re: RimWorld change log
August 18, 2015, 10:28:07 PMQuote from: Tynan on July 30, 2015, 06:47:50 PMQuote from: RenoTheCorgi on July 30, 2015, 04:26:10 PM
How many copies of the game do I need to buy to get Corgi's added to the list of dogs that will be added?
Btw. This is my first post and your game is incredible. I've sunk more time into this game that most AAA titles that get released.
-Ron
Lol! I've never interacted with a corgi but I still find them hilarious. Maybe we'll get one in. Anyway, thanks all around
Combat corgis! With a 97% targetting bias to toes and feet!
#28
General Discussion / Re: Call for public testers (Alpha 12)
August 18, 2015, 10:22:12 PM
I'm down. I just hope I am allowed stream my bug searching, that makes it more fun for me.
#29
Outdated / Re: [MOD] (Alpha 10) Combat Realism v.1.2.4 (12.05.15) Misc balance
May 15, 2015, 08:09:02 PMQuote from: Mckee on May 15, 2015, 05:22:53 PM
Is there any way to rotate the new gun turrets? Bought an M2, but only able to install it with the interact spot facing south. Tried rotating with the usual q and e keys, but no joy.
I have the same issue with TVs when EdB UI mod is installed.
#30
Outdated / Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
May 04, 2015, 12:36:00 AMQuote from: iamthebest22 on May 03, 2015, 11:04:08 PM
Trying it and I'm loving it! THough I can't figure out which table builds the charging pad for the droids?
Last version, Charging pads were in the Architect\Misc section, where the sunlamp is.