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Messages - Reviire

#121
Quote from: porcupine on August 02, 2016, 05:51:15 PM
Quote from: Facepunch on August 02, 2016, 04:02:42 PM
I miss this mod ;-;

Agreed, the game isn't worth playing without it.

This mod (or the current lack thereof) killed Rimworld for me, I wish Tynan would have acted responsibly when it came to the modding community, or at the very least integrated this into the core.
You can still stick with A13, i play on it still.
#122
Are you going to work on getting Rimsenal working with A13 CR, and in A14 whenever CR gets updated?
#123
I'm trying to get this to work with combat realism, i'm not sure if you can make weapons or the singular turret yet, but you can spawn them. I haven't played with Rimsenal in a long time, so tell me if anything should be changed. Alpha 13 obviously. On a side note, I have never touched XML in my life don't hate me.

http://puu.sh/qmV1r.rar

EDIT: Oh hey the mod owner is back. RIP all the work i did on Rimsenal for CR ;-;
EDIT 2: Not that i have any idea what I was doing.
#124
Hey, fun mod. Just wondering, do you have the A13 version floating around somewhere? Still waiting for some other mods to update before I switch to A14, and I lost my A13 version when i was fixing some issues with the game. I'd really appreciate it if you could throw it my way.
#125
So, I'm having a bit of an issue again. Except this time, I'm trying to disable ammo by deleting the <ammoset> lines in Weapon_Guns.xml, but it causes errors when i try to start a game. That's what the mod author said to do, and apparently I'm the only one who screwed it up, so yea i dunno. Bit of help?

EDIT: Scratch that i didn't figure it out.
EDIT: I managed to get it to work for guns, i found out the issue. Turrets aren't having any of this no ammo stuff though.
#126
You know, a version of this for Combat Realism would be pretty sick.
#127
Quote from: Kegereneku on July 27, 2016, 02:03:54 PM
Because this is "Rimworld", not "Wargameworld". Upgrading the AI is more efficient.

We know that some players here won't be happy until the game is about making Barrack, training soldiers and fighting a persistent enemy Base with tank & etc. So I'm not going to restart the FoW/veil discussion. Both concept goes against the core mechanics of Rimworld as an event-driven Story-generator.

I'm out of this discussion.
Better ai would be great. The ai doesn't attempt to use any tactic or strategy, and just run into a meat grinder constantly. They need to start adapting, and possibly just get expanded sieges in general. Why do they attempt to shell a mountain base, and why do they walk into kill boxes? Do they have no threat assessment or anything?
#128
Quote from: Grogfeld on July 26, 2016, 01:53:17 PM
Quote from: Reviire on July 26, 2016, 12:39:30 AM
So, i might need a bit of help. How in the world do you deal with crashed ships with henry rifles and gatling guns? Mechanoids shrug off bullets from these like they're nothing.

Cannons are the answer. Look at stats of ammo. Explosive cannonball can do significant damage and have superior penetration but you have to lure mechanoids to you because range on them is crappy. With henry rifles you can kill scythes but centipedes have to good armor. I recommend also to set few traps around crashed ship. Remember to buy or craft few EMP and frag grenades it can help a lot. If you play with ATVs than use them to haul cannons on good position, they're fast. Good luck
Well, grenades are out of the question because the traders are all tribal. Does walling it up and setting it on fire still work? I guess I'll need to hunt some boomalopes asap.

EDIT: Cannon dealt with the mechanoids fine. Now have assault rifles, things are going fine. Question though, are strawberries still the best food you can grow?
#129
Ideas / Buried Ships
July 26, 2016, 07:02:46 AM
This is an idea I had floating around. The basic idea is something like this. An ancient ship crashed on this planet long ago, before the mechanoids ever started murdering people. It would be an extremely rare spawn, and even then, it comes in several varients, ranging from mostly destroyed, heavily damaged, and completely untouched. It would also be unavailable on small maps.

The ship would be well, ship-like. 2 tile wide hallways, cramped quarters, cargo bay and engines in the back, some would have an armory. Various techs that you can reverse engineer, or just use, that is much better than anything you can build. i.e, a reactor that can power a ship.

Now here's the fun part. The ships doors would be locked. It requires a colonist to spend time opening them. If the colonist unlocks the ship, there would be a small chance (around 20%) to partially trigger the ships defense systems, releasing mechanoids that will defend it. If you break into it by deconstructing, you have a 50/50 chance of either fully activating the ships defenses, or partially activating them. If you do manage to unlock the doors without making the mechanoids hate you, however, you can potentially use them as your own. Assuming the door isn't broken.

I think it would be a fun addition, it adds something new to the game, which might reveal some story stuff, i.e going through the logs on the ship. It also has some neat incentives to get into it, while being pretty risky if you're not decked out. Even if you're decked out, it's risky.

#130
Quote from: b0rsuk on July 26, 2016, 05:29:56 AM
You can arrest dazed colonists. Recruiting him again is usually easier and less risky than spending medicine.
You can release them and they're still a colonist, you don't need to re-recruit. Unless that circumvents the -15 mood penalty?
#131
So, i might need a bit of help. How in the world do you deal with crashed ships with henry rifles and gatling guns? Mechanoids shrug off bullets from these like they're nothing.
#132
When this gets updated, or even for the A13 version, could ATVs get a bit of a nerf in how good they are at taking shots? They take a lot more shots than you'd expect when it's just a guy sitting on a quadbike, imo.

To the guy above, the parapet is a waist high wall, movement is allowed over it. The embrasure is pretty much a wall you can shoot through.
#133
Ideas / Expanded "Make until X" option.
July 24, 2016, 10:41:09 PM
Not much to say. We can make an item until we have a certain amount, but it'd be nice if we had an option to make an item up to X, but only start making more if it falls below Y.

For example, you set to make up to 100, and to make more if you fall below 50. So all the way down to 50, no more will be made, but when it hits below that, colonists will work on getting stock back up to 100.

I'd like this just so I didn't have a colonist stop doing whatever he was doing to make that 1 stone block because they fell below 1000.
#134
Ideas / Re: Making Infestations more palatable
July 24, 2016, 08:35:25 PM
I'd like if they weren't able to get into any rooms that aren't just cavern. Increase their spawn chance a bit, but make it so only cavern areas can spawn them. Freshly mined areas are at risk, your developed colony is not. Unless they break in.
#135
Ideas / Re: New Map Idea
July 24, 2016, 08:27:37 PM
That sounds fun. Add some more fun with underground hazards/resource taps. Gas vents of various types that well, vent gas. Can be dangerous if not walled up, or can be used for something. Rare rivers of magma, or magma pits.

If this does become a map type though, on this specific map the distance for caveins should probably be increased, so you can get those large cavern areas.