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Messages - mokonasakura

Quote from: christhekiller on June 27, 2015, 03:26:59 AM
When my colonists die I hold them a funeral complete with 21+/- gun salute
And then you hold another funeral for all the colonists hit by the fail salute.
General Discussion / How do you build your base?
June 25, 2015, 11:51:54 AM
Trying to get an idea of how I'm supposed to deal with hordes and mechs. I've tried long hall ways tons of sand bags and no walls at all. The long hallway is great for mechs but doesn't do anything to the horde of tribes people. Sandbags didn't to to much either except take up a huge amount of two days to repair, and well no walls as expected failed hard. Am I supposed to just cut myself off from the outside world completely?
Traps are just bad overall. Your colonists can set them off as you mentioned and the enemies will just walk past them because it slows down there movement so they prefer to take the path that doesn't have a trap right next to it. Dead fall traps should be hitting legs, not heads to slow down the enemy, the only real purpose for a trap that does almost no damage. The mines should blow up the instant someone touches them not give the horde that is about to destroy you plenty of time to just walk by it.
General Discussion / Your most ridiculous deaths
June 25, 2015, 11:27:45 AM
Mine was to squirrels. 20 of the fuckers grouped up in one spot right next to my base and then a psychic wave hit causing them to go insane. My colonists didn't stand a chance.
Outdated / Re: [A11] BackstoriesCore Update 7
June 25, 2015, 05:13:05 AM
Quote from: Xale on June 25, 2015, 03:59:51 AM
Hey All

Sorry Stupid Question really, how do i install this mod exactly?

I finally figured it out. So ill try and give you a step by step expectation. After downloading the mod from github open your rimworld folder and put the folder called backstoriescore-8 into the mod folder. Now in the backstoriescore-8 folder there is a folder called def open it and create a folder called BackstoryDef. It is in this folder that you will do everything from now on. If you want to use other peoples character creations then download Backstories by Andouce or Backstories by Igabod that you can see on page one and put the XML document into the BackstoryDef folder you created. If you want to create you own characters then extract Templates.rar file that you can find in backstoriescore-8 folder and then move the XML file into the BackstoryDef file you created. Open the XML file with notepad or any other program like it, most instructions should be given there however its a good idea to install other peoples creations just to get a visual of what you need to do. They can also be opened with notepad. Take note your computer will probably not try to open it with notepad so you will need to right click the file and click open with. Once you are finally happy go in game and click on the mods area to install it, then restart the game.
Mods / Re: [MOD Request] - Breeding
June 24, 2015, 02:48:54 AM
Well if you really want to do this, which I think would still be a good idea, you should do something like Vatgrowing instead of breeding. Either one you decide just remember the game tends to end after two years.
Mods / Re: [MOD Request] - Breeding
June 23, 2015, 12:42:25 PM
The idea sounds good but it really would fit in rimworld. By the time I either die or escape at best two years will of past. meaning at best your child will be two years old, and as such unable to do anything to begin with.
Well really wanted to use this but it seems its not just an install and its ready mod and I'm not able to understand your instructions. Hope your or someone else can just make this an install and its ready.
Ideas / A few ideas for how combat works
June 23, 2015, 11:15:06 AM
First, I would like to see a guard "skill" so I can have my guys sitting watching for targets but still being allowed to go eat when necessary without me having to micro it.

Second, friendly fire should not be a thing if your colonist is standing still, it should only be possible if they are moving.

Third, if it would be dangerous to attack, don't let my colonists attack. Having them throw a grenade at their feet is really annoying.

Four, a way to deal with giant mobs of enemies, currently its rocket launcher or pray your turret explosion kills them all. I guess something like an flame turret to set everyone who gets close on fire.

Fifth, Turrets should be able to be placed on top of wall, for protection from the hordes of melee enemies that come running at them.

Sixth, I should be able to carry both a melee weapon and a ranged weapon.

Last, in challenge and extreme difficulty I would like it to stop giving me warnings that a raid is happening.
Quote from: Kegereneku on June 19, 2015, 04:51:28 AM
This is not an actual rule you know...
If there's anything like a code honors the second Prisoners could feel even less likely to join a traitor and more likely to escape.

Anyway, it's absurd in the first place to recruit so easily amongst your enemy. We'll really need some Guest-class character at some point.
Easy to recruit your enemies? RNG must hate me then I keep getting the people with 99 recruit difficulty only giving me a 1% chance.
Ideas / Re: Changing how "incapable of X" works
June 23, 2015, 10:49:48 AM
I think they should be allowed to do anything however "incapable" would mean they can't increase in level. This would allow people to hunt, however they wouldn't increase in levels for ranged or melee.