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Messages - Evul

#226
Outdated / Re: [MOD] (Alpha 3F) E-Furniture (v.4.00)
January 10, 2015, 01:14:44 PM
yes and moved to EDC se my signature
#227
Outdated / Re: [MOD] (Alpha 8) Project Armory (v.2.17)
January 09, 2015, 02:25:14 AM
Quote from: Vonholtz on January 08, 2015, 07:36:16 PM
I just got the game 2 weeks back. And this was the first mod I put on the game. I love it I have all the guns on. So my people are all running around with what ever weapons I have got my hands on. So fare the best gun I have found was the M41A Pulse Rifle from the aliens movie. But the boy AT rife is a nice one shot one kill weapon. To bad my sniper one shot killed one of his own people with it. Oh well it still a lot of fun.  :o Thank you for a fun mod.

Thank you! :)
I am rewriting all the weapons at the moment and the pulserifle are going to be nerfed :)

Quote from: 1010101010 on January 08, 2015, 10:50:04 PM
Dawn.of.War.II weapon pack

Next release will contain a huge bunch of Warhammer 40k weapons. :)
#228
Outdated / Re: [MOD] (Alpha 8) Project Armory (v.2.17)
January 08, 2015, 06:27:02 PM
I'll bring it up to STALKER :)
#229
Well it have existed in alpha 3-4 but the mod got behind maintenance when the health system changed.
And it is annoying to fix it... so that is were im at now.
#230
General Discussion / Re: RimWorld change log
January 08, 2015, 04:06:57 PM
Personaly i think accruasy and range to be the only params that will be effected by a damaged weapon.
#231
Outdated / Re: [MOD] (Alpha 8) Project Armory (v.2.17)
January 08, 2015, 03:55:07 PM
What are we doing?
YouTube tells you in bad sound...

http://youtu.be/RNUJKQoihlc
#232
Mods / Re: [Request] Better mortars
January 08, 2015, 02:12:05 PM
Try it out and if you want it more accruet you can tell me or do it your self.

in the file Weapons_ArtilleryMrkII.xml find:
<forcedMissRadius>8</forcedMissRadius>
and lower it to get it more accrual.

you can also change this lines it goes from 0.00 to 1.00:
        <accuracyTouch>0.79</accuracyTouch>
        <accuracyShort>0.42</accuracyShort>
        <accuracyMedium>0.18</accuracyMedium>
        <accuracyLong>0.06</accuracyLong>
#233
Mods / Re: [Request] Better mortars
January 08, 2015, 01:45:16 PM
found what the fuz was about. Ive been kiiid a clumsy coding this...

Here is the final version if you need me to tweek it some more now when they work just tell me :)

Actually tried it before i send it this time xD

[attachment deleted due to age]
#234
Mods / Re: [Request] Better mortars
January 08, 2015, 01:33:52 PM
got damit... let me check.
#235
Mods / Re: [Request] Better mortars
January 08, 2015, 12:55:42 PM
I failed allittle bit here xD
I forgot to make the building xD
Now it should work. sorry for that xD

-Attachment removed-
#236
Mods / Re: [Request] Better mortars
January 08, 2015, 12:41:55 PM
You need to build them they are named Mrk 2.
#237
Mods / Re: [Request] Better mortars
January 08, 2015, 11:36:13 AM
There you go they are two times expensive and have a dubble hit chans.

Tell me if it works :)

-Attachment removed-
#238
General Discussion / Re: RimWorld change log
January 08, 2015, 06:00:52 AM
QuoteWeapons and have health which affects their effectiveness (damage for melee weapons, accuracy for ranged weapons).
Different types of pawns start with gear at different randomized health ranges.
Gear, weapons, and inventory can be is damaged by explosions even while being worn

I like it! I was actually about to write a system for damage effect acceuasy and other params my self but this is even better! :)

Question: will there be a way to repair damaged gear?
#239
Mods / Re: [Request] Better mortars
January 08, 2015, 02:27:35 AM
I can throw something together for you tonight :)
#240
Outdated / Re: [MOD] (Alpha 8) Project Armory (v.2.17)
January 08, 2015, 02:12:08 AM
Here is a little gamplay and showcase of rimworld and some mods.

RimWorld Gamplay Showcase of my latest colony:
http://youtu.be/ElibgnJTaZ8