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Messages - Diana Winters

#241
Releases / Re: [A15] Orassans
November 23, 2016, 12:37:07 PM
Quote from: ChromeMax on November 23, 2016, 08:42:08 AM
Can you please stop making patches for other mods and little tweaks and actually fix some of the issues people are suggesting? Some of the guns in this mod are severely unbalanced and that has to be tweaked. The Cyrogenic launcher makes a roughly 6x6 explosion, but is worth less than 2k? Also, sometimes the Orin males from this mod have a broken purple texture.

Don't tell me what to do. I make this mod for myself and share it with you people.
>:(
Also, delete old versions and install the new one, not just overwriting. That purple texture error was fixed ages ago.

Quote from: Canute on November 23, 2016, 08:54:33 AM
Maybe split the weapons and the race into seperated mods.
And maybe add the option to start as Orassan tribe.


Canonically (in the mod's lore), the Orassans are far more advanced than humans; you would not see them as a tribe in the time this takes place. And no; I'm not splitting the mod into more parts.

If I wanted to stick to the mod's lore and make a tribe form, I'd need to adjust the map generation n' shit and I don't want to completely modify the game for something people would use a couple times then get bored of.
#242
Releases / Re: [A15] Orassans
November 22, 2016, 10:42:46 PM
Update 13: Recipe tweaks; all weapons and almost all ammo (CR patch) now requires uranium to craft
#243
Outdated / Re: [A15] Animal Hoods
November 19, 2016, 02:41:33 AM
Quote from: FridayBiology on November 19, 2016, 02:25:47 AM
awesome, please can you commit to this for the coming update.

Seeing as it's 100% XML; not much will need to update :p
#244
Outdated / [A18] Animal Hoods
November 19, 2016, 12:48:34 AM


Adds hoods designed by A Friend

Download

now with bug hats
#245
Releases / Re: [A15] Orassans
November 17, 2016, 07:14:05 PM
Update 12: Minor fixes; Combat Realism and EPOE patches updated. You can use both at the same time now.
#246
Releases / Re: [A15] Orassans
November 16, 2016, 08:13:14 PM
Quote from: Canute on November 16, 2016, 04:01:13 PM
Quote from: Diana Winters on November 15, 2016, 08:43:18 PM

Update 10: Minor updates; tail less likely to be hit and has more health. EPOE patch updated as well.
And i thought all cats need to run without tails, like Haplo's robots without cam. unit to prevent talking ! :-)

Are you serious with the cat weapons ? Don't you think they are a bit to overpowered ?
The cyrogenic launcher is a devasting weapon, hugh damage potiential, very large blast radius, not onetime use, the only drawback are the long warmup.

Not sure if you want be vanilla friendly or just be overpowered like Glittertech.

I might do some balancing eventually, but not at the moment...

also
Update 11: Bugfixing; orassan missile only causes one explosion now
#247
Releases / Re: [A15] Orassans
November 15, 2016, 08:43:18 PM

Update 10: Minor updates; tail less likely to be hit and has more health. EPOE patch updated as well.
#248
Releases / Re: [A15] Orassans
November 10, 2016, 06:37:10 PM
Update 9: Balancing n' shizz
#249
Releases / Re: [A15] Orassans
November 08, 2016, 12:35:12 AM
Quote from: Killface on November 07, 2016, 06:51:44 PM
I've just started a game with the Orassans. They're a nice addition.

But I think they currently break the game as they are overpowered. They base attack is way too high, almost killing other pawns with one hit, even at melee level 1. Also the min comfy temperature of -60 °C makes clothing useless. They even eat vegetables, something I wouldn't expect from a cat species. The hightened move speed is a little high, as pawns with bionic legs move ridicously fast.
Maybe you'd like to take some of my findings into consideration. Keep up the good work!

Melee skill level does not influence damage at all; only melee accuracy. Though I admit that it is a bit overkill. As for the min comfortable temp; they evolved to live on a planet that consisted of almost entirely ice. They are meant to play on very cold climates if you want balance. I'm not going to do much balance around bionics. As for eating vegetables; a purely carnivorous species would be unable to attain the level of agriculture necessary to create civilization, let alone space faring status.

Also note the smaller bodysize and health scale of the Orassans, making them weaker and more susceptible to losing limbs. Unarmored Orassans would be easy pickings... As for the armored ones; I suggest you try explosives or fire... or not pick a fight with them.

In any case, I'll lower their speed a tad... maybe. I shall also lower their damage somewhat.
#250
Outdated / Re: [A14/15] Psychology (2016-09-04)
November 06, 2016, 11:59:46 PM
not sure if this is a known bug, but pawns with the "codependant" trait will still maintain the buff for being married after the death of their spouse. I suggest making it so they will get a massive debuff for the death of their partner
#251
Releases / Re: [A15] Orassans
November 06, 2016, 12:26:06 PM
Quote from: diannetea on November 06, 2016, 02:16:16 AM
Quote from: Blackwatch27 on November 05, 2016, 04:44:27 AM
Quote from: diannetea on November 04, 2016, 09:43:54 PM
is the word "recipes" misspelled on purpose in the "RecipieDefs" folder & "Recipies_Orassan_Surgery" filename?

Does it matter the spelling than the mod works?

Nope, I've just only been at this a day and am not sure if file names needed to be spelled properly to work :)

File names do not need to spelt correctly. I could make all the files names gibberish along the lines of "sdfgsdfgh" and they would still work
#252
Releases / Re: [A15] Orassans
November 05, 2016, 09:27:49 PM
Quote from: Pink Omega on November 05, 2016, 08:02:09 PM
Quote from: Diana Winters on November 05, 2016, 07:41:51 PM
Quote from: Seagullz on November 05, 2016, 03:49:47 PM
Quote from: Pink Omega on November 05, 2016, 01:51:45 PM
<snip>
Quote from: Pink Omega on November 05, 2016, 01:51:45 PM
<snip>

<snip>

<snip>
Thanks Diana! Are you planning to add more creatures? (Like Naru's species from Ori and the blind forest).

More creatures, perhaps, but not necessarily from Ori and the blind forest.
#253
Releases / Re: [A15] Orassans
November 05, 2016, 07:41:51 PM
Quote from: Seagullz on November 05, 2016, 03:49:47 PM
Quote from: Pink Omega on November 05, 2016, 01:51:45 PM
Bug report:the texture of the male oris are looking like this.
females are normal (look at the right of the picture).
ps: I'm also a little concerned because my PC is a little shitty, so I don't know if it's a problem with my graphics, but I think it wouldn't do that with a 2D game like rimworld, heh.
Quote from: Pink Omega on November 05, 2016, 01:51:45 PM
Bug report:the texture of the male oris are looking like this.
females are normal (look at the right of the picture).
ps: I'm also a little concerned because my PC is a little shitty, so I don't know if it's a problem with my graphics, but I think it wouldn't do that with a 2D game like rimworld, heh.

No, you're completely right, the male ori's do seem to have a texture issue. It's also happening on my high-end build.

Should be fixed; must have forgot to click submit when I posted the fix ^^'
#254
Releases / Re: [A15] Orassans
November 05, 2016, 02:29:01 AM
Quote from: Daman453 on November 04, 2016, 10:05:48 PM
I know the lore says no alien races, but eh what ever. I don't like furry s, but you seemed to put in the effort. Thumbs up for a non low effort mod. Good job!

I'm well aware; these aliens are more or less from Stellaris. As such, they have faster than light travel and blah blah blah. More lore via item descriptions will come eventually...

Quote from: diannetea on November 04, 2016, 09:43:54 PM
is the word "recipes" misspelled on purpose in the "RecipieDefs" folder & "Recipies_Orassan_Surgery" filename?
quit digging around in my files :p
I may or may not suck at spelling
#255
Releases / Re: [A15] Orassans
November 04, 2016, 06:40:51 PM
Update 8: Added new animal reminecent of Ori from Ori and the blind forest