Menu

Show posts

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.

Show posts Menu

Messages - Axel

#31
Quote from: Herc18 on October 17, 2014, 09:32:46 PM
maybe someone can help me, when I try this mod many errors pop up in the log at start menu, Im thinking it had to do with when i download the mod (Fortificationsmodpack) it doesnt download into a folder only a zip with the contents, So i made a new folder called fortificationsmodpack and draged and dropped all the zip files into it. It shows up to be actived fine but many errors when i click it. Hope that makes sense any advice??


Are you playing Alpha 7? If so the problem is that the mod doesnt work with A7.
#32
Releases / Re: [MOD] (Alpha 7) Glitter Tech v0.65
October 17, 2014, 09:30:28 PM
Quote from: Sam_ on October 17, 2014, 06:54:52 PM
Ok, I could start a poll, but I'll just ask here; Would you prefer weapons were nerfed to be used better with vanilla raids, and add balance with other mods. Or, would you prefer I up the difficulty of commandos, add new threats and just give the mod a higher tier of difficulty above normal gameplay?

Personally both would be ideal. The weapons are extremely OP And nerfing the weapons could lead to some intense fights (at least for me) because they would be prolonged now giving the player more time to repress the attack.

Right now the Commandos remind me so much of the Mandalorians (Not the Taung ones that are aliens but the ones that accepted all life forms). When going with adding a new threat it would be nice to see something of the same caliber that the Mandalorians had to face. Two good examples were the Mandallian's a race of Giants that were on par with them and for the most part were melee fighters and the Mythosaur which was a huge dragon like creature and by huge I mean city-size proportions (of course this seems like the least viable of the two). Of course this isn't a Star Wars mod but when resembled to other fictional creations the Mandalorians are on par with your Commandos so looking at the different enemies the Mandalorians had might give you an idea of how powerful the new threats should be (and the threat shouldn't just be for the colony, it should be one the commandos also have to face). I'm actually going to test out the lightsabers from a different mod and see if the commandos can withstand the OHK that raiders get.

Quote from: Sam_ on October 17, 2014, 06:54:52 PM
In regards to the resource production I have a few ideas for a crafting system to produce Titanium and magnetic coils, plus maybe a few new materials...
I also plan to add some higher end bionics, droid workers and maybe much better defense systems to just turrets and walls. See what happens.
As for resources, Titanium is a natural occurring element so you could maybe make it mine-able but rather than dropping Titanium dropping a block which then has to be crafted into Titanium. Also while on the topic of crafting I suggest that if you're going to make weapons craftable nerf them down significantly more than what you already would.

Defense Sytems? Bionics?! Droids!?!?!?!?!?!?!? Do tell!!!!!!!!!!  :D :D :D :D :D

Quote from: Able1 on October 17, 2014, 08:02:35 PM
*Clip*
.... Elite Faction....
*Clip*
THIS^^^^ I actually enjoy this too. Which is why I'm OK with them being somewhat overpowered. (its a lot better than being bumrushed by 100 raiders constantly.)

Quote from: Able1 on October 17, 2014, 08:02:35 PM
On the other hand I though this would make a rather good event/encounter, kind of like a predator scenario drop one or two commando's that target one member of the colony at a time and will withdraw if they succeed in killing their target, withdraw the weapons/armour from the trade ships making them ultra rare and you have a rather splendid game of cat and mouse with the choice to either sacrifice the target or attempt to kill them getting a really nice reward of their gear.  Just a thought, dont even know if that would be possible, I'm not a modder.

I would think that it is possible seeing as your colonists can be kidnapped. Maybe ask Minami for a bit of help with that? IDK. But giving the commandos better tactics than the avg. raider could add to the difficulty without the need to nerf the armors, but still nerfing the weapons. And again the commandos resemble elite (no not the ones from Halo) units that can take a base down with only a handful of guys. The Mandalorians could fight a Jedi and come out winning if its a fair fight. And with the Predators, those bastards are just hard to kill.

Good Luck with the mod though. This can go so far with a good mix bit of originality and a bit of borrowing from similar fictitious groups that are just as OP. And if there's one important thing i want you to take out of my long post is that the Commandos are fine as an Elite Force but different tactics should be implemented so that there's more variety when it comes to facing them, and just nerf down the equipment a bit.
Also has anyone tried meleeing a Centipede while wearing the armors yet? if so, is it still one hit kill?
#33
General Discussion / Re: Another comic
October 17, 2014, 10:21:21 AM
Is that a minigun I see
#34
Releases / Re: [MOD] (Alpha 7) Glitter Tech v0.65
October 17, 2014, 10:07:34 AM
@Sam
I'll give it a go later today. You want to see how good the defenses are right? That way I know where to focus my attention.

I agree with canute that the weapons are OP when fighting other factions other than the commandos themselves. So it comes down to nerfing the weapons a bit so that theyre still more powerful than the raiders but raiders have a better chance at winning a fight. Or as he suggested make the commandos an even bigger threat or make a new threat entirely. And seeing as youre also going into bionics you could try making Androids that are superior to the Commandos because they feel no pain and are overall 20% more efficient.
#35
Releases / Re: [MOD] (Alpha 7) Glitter Tech v0.65
October 16, 2014, 10:54:07 PM
Quote from: MelanisticAlbino on October 16, 2014, 05:16:25 PM
Hey there!

Just thought I'd share my first experience with the mod. I'm convinced it's really good, it seems to add a lot things that I would want to have in the game.

Unfortunately the second encounter in the game, just minutes after I had managed to get everyone a bed to sleep in, a raider spawned... with a full nano suit and some really advanced weapon. Needless to say my colonists were slaughtered without mercy.

Was this a bug caused by me using this mod in conjunction with a couple of other mods or is this not something that you have not yet addressed?

Otherwise the features look really cool! :)

I dont believe thats a bug. It seems more like poor luck.
#36
Releases / Re: [MOD] (Alpha 7) Glitter Tech v0.6
October 14, 2014, 01:15:48 PM
Oooooooo. Now we just need a cloaking armor. Which would be extremely awesome to help pick off sieges and make hasty escapes when the colony has been destroyed.
#37
General Discussion / Re: Rimworld: Secret Troll?
October 13, 2014, 08:48:31 PM
Did the 50+ Tribals just destroy your defenses? Well here's a wave of raiders and for kicks ill send a wave of psychotic tortoises you penned in at the beginning of the game.
The tortoises ended up taking out about 3 of my colonists. Leaving 5 others to deal with the raiders... Not very fun....
#38
Seeing as Project Armory is getting the lightsabers done I was wondering if you could see about the garbs in star wars.
#39
Outdated / Re: [MOD] (Alpha 6) Project Armory (v.2.13)
October 09, 2014, 10:56:15 AM
I couldnt resist. Its Star Wars.
But trying to get back on topic a Vibroblade would be a nice addition to go with the lightsabers. The color of the lightsaber could also make the lightsaber itself more expensive.
Also I just remembered would a doublesided lightsaber be possible? It would offer more damage but would make the user lack a bit in defense.
#40
Outdated / Re: [MOD] (Alpha 6) Project Armory (v.2.13)
October 09, 2014, 09:51:17 AM
Yeah thats why i was saying Red was the most common, because theyre synthetic. Blue and Green came next in commonality and then came all the other colors.
Im not the one making the mod xD.
Although itd be extremely fun.
#41
Outdated / Re: [MOD] (Alpha 6) Project Armory (v.2.13)
October 09, 2014, 04:59:13 AM
Star Wars?.... How are you having a star wars conversation without me?!
Red Blue Green and Yellow are the biggest ones to include. Mainly because they're the ones that are the most common. Red being the most and Yellow the least. Orange and Purple were even rarer yet. Silver is also a possible color, although I believe the Halcyon family were the only wielders. Theres also black, copper, gold, gray, white, pink, amber, burgundy and so many more.
(While on the topic of Mace Windu, did you guys know he created one of the two deadliest forms of lightsaber wielding.)
But if we're having lightsabers we need melee weapons made of cortosis with ultrasonic vibration to combat them, like a true crazed Sith Lord would. :3
Now all we need are Jedi and Sith factions and all in between. Though, I think a mandalorian mod is in progress but im not sure how its going.
#42
Cool. Well off to burn the heathens :D
#43
Radio tower? :0 sounds great.
I wonder, do the factions appear on the world map?
#44
Releases / Re: [MOD] (Alpha 6) Glitter Tech v0.5
October 04, 2014, 01:29:18 PM
We going to see an update soon for A7? :0
#45
Oh well that sucks. But lets hope for the best :D