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Messages - NeonOverIon

#16
Ideas / Re: Assassination
June 26, 2017, 08:53:19 AM
Good idea, but I don't know if this would work with the current combat system.

You could have a super-fast super-deadly pawn zoom into the colony, slice the guys neck and zoom back out, but then you might as well just have a sudden stroke on your colonist.
If it was a super-tanky pawn, with enough firepower they would still be pretty easy to bring down, making them more of a 1 man siege engine than an assassin.
Or if it was just a standard group of pirates rushing one guy they would be super easy to cheese.

Idk, maybe we need the combat system redone before we do any cool stuff like this.
#17
Ideas / Re: More dynamic traits/behaviors
June 23, 2017, 08:51:15 AM
I support this, it feels like the game is trying to kill any old colonists off just in case they become too good at anything, this should be balanced more. For example, a person who has been in combat a lot shouldn't just be scarred to sh*t and made useless, they should also gain certain traits depending on their personality;

EG.Battle Scarred (May flee from battle and feels more pain)  / Battle Hardened (Scares the enemy and feels less pain)
    Pacifist (Demoralises and nerfs allies nearby) / Veteran (Increases moral and buffs allies nearby)

Or if you're more into tasks than combat:
    Relaxed (Look at my work!I'm so proud! Time for a break. -10% work spd)/Driven (Look at my work! I can do better though! +10% work spd)

Stuff like this would spice up the game more and give the colonists more personality.
#18
Ideas / Re: Bridges?
June 23, 2017, 08:09:25 AM
Bridge mods are great (I personally use Bridgello) but having them in vanilla would surely be better for all, No? After all, opening up opportunities for construction on water could possibly lead to the implementation of water-based travel (Eg. Boats and Ships).
#19
Mod bugs / Can't save (For whatever reason)
June 21, 2017, 01:25:09 PM
QuoteException while saving game: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.TaleData_Def.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[TaleData_Def] (RimWorld.TaleData_Def& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[TaleData_Def] (RimWorld.TaleData_Def& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at RimWorld.Tale_SinglePawnAndDef.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[Tale] (RimWorld.Tale& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.Look[Tale] (System.Collections.Generic.List`1& list, Boolean saveDestroyedThings, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.Look[Tale] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at RimWorld.TaleManager.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[TaleManager] (RimWorld.TaleManager& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[TaleManager] (RimWorld.TaleManager& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Game.ExposeSmallComponents () [0x00000] in <filename unknown>:0
  at Verse.Game.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[Game] (Verse.Game& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[Game] (Verse.Game& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.GameDataSaveLoader.<SaveGame>m__911 () [0x00000] in <filename unknown>:0
  at Verse.SafeSaver.DoSave (System.String fullPath, System.String documentElementName, System.Action saveAction) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

So I recently reinstalled my OS to fix my drivers, and when I was hyped about playing rimworld again, my save from a week ago shot this line at me (While the game was trying to autosave). No save occurred. I can't tell what the error says, or how to fix it since it's not giving me any clues. If anyone could give me a hand with this that would be great.

I can also provide a mod list if needed.
#20
After getting past the part which I build my own base and such, I'd probably end up building a huge city with multiple villages around it, maybe several self-sustaining forts as well. Hopefully colonists will be easier to acquire as well, if so I'd end up building a sizeable army, have them go on raids and explore the world - hopefully Tynan has added/will add some points of interest on the map, maybe some crash sights or ancient structures etc.
#21
Off-Topic / Re: Count to 9000 before Tynan posts!
August 15, 2016, 08:50:25 AM
Number 4143: Cashier number two please!
#22
Off-Topic / Re: Count to 9000 before Tynan posts!
August 13, 2016, 09:33:21 PM
MMMMXXXIX
Rimworlda Invicta

Because Y'all don't use enough of dem higher class numbers
#23
Either I'm just stupid or I've done something wrong: Where is the MCM menu for this new mod?

Edit: Nvm! Turns out I was just blind and couldn't see it.
#24
There is a dll file in the Assemblies folder but that's it (Unless said folder is the assemblies file?), I've even checked the Zip file and it's the same there, unless I'm missing something.
#25
I've got CCL, but I'll give changing the load order a shot

Edit: Nope, nothing, they still fail to spawn, as well as leaving the bill left for the weapon's production. Also EdB - PC still fails to spawn in the colonists with the weapons.
#26
Bugs / Rimworld LSD Party
July 03, 2016, 03:08:22 PM
So earlier today, I was at my usual business in Rimworld, you know, building solar panels & that. Now, during every night my power goes out momentarily, as my batteries give in right before sunrise, so I built a backup power bank consisting of about 9 solar panels, 6 Wind Turbines, around 13 batteries and a switch (The important object in this) because for some reason Randy likes to spawn Infestations hive events everywhere during this small window and it's bloody annoying. Now usually I don't have any problems with my colonists flicking the switch, but this time, one of my colonists flicked the switch and boom, LSD Party in Rimworld, It seems like everything pauses and everything changes into a weird colour, however when I bring up the menu, that's unchanged. I've tried reloading previous saves and repeating it but it just leads to the same thing.

I'd be happy to give screenshots if required.

Edit: This seems to only occur if the switch flipping is forced manually, just tested it.
#27
Weapons look awesome, but I've only been able to get one so far, A Plasma rifle, and that was off a pirate. Every time I try to craft a weapon from the mod, it comes up as nothing :(

Also, I can't spawn the weapons in using EdB - Prepare Carefully or my Colonists won't land and I'll just have a standard defeat message, any suggestions? Thanks :D
#28
Off-Topic / Re: The Brexit
July 01, 2016, 10:06:42 AM
Quote from: Calahan on July 01, 2016, 03:29:24 AM
Quote from: NeonOverIon on June 30, 2016, 10:30:55 PM
...Anyway to the point. I saw quite a lot going on about Britain's Economy in a shambles, and how the last time we had such a drop in the GBP was in the 1970's(?). Now, from what I can gather, that's total crap, I don't want to seem like I know everything about economy and how the market works, but from information about the value of the GBP, it's gone lower than it has in the past 6 months, and it's come straight back up again...

I See

I don't know what report(s) or information you've seen/read, but on June 23rd (the day of the referendum) the GBP/USD exchange rate was 1.488. At the time of this post it is ~1.330, which is only just above the post-Brexit vote low. The last time the value of the GBP was this low was during the 1980's. So your statement that the GBP has "come straight back up again" is, at least for the moment, completely false. Perhaps you are confusing the GBP with the stock market, since the indices have generally started to recover from their post-Brexit vote lows, but the stock market indices and the value of the GDP are not the same thing.

I see, well thanks for clearing that up. As I said, I'm not an economist in any way and I'm not very educated when it comes to the subject, so thanks for shedding some light on my mistake.
#29
Off-Topic / Re: The Brexit
June 30, 2016, 10:30:55 PM
Wow okay walls of text everywhere.

I apologise If I'm repeating anyone's point, it's late in... the morning I suppose, and I can't be bothered reading every last detail.

Anyway to the point. I saw quite a lot going on about Britain's Economy in a shambles, and how the last time we had such a drop in the GBP was in the 1970's(?). Now, from what I can gather, that's total crap, I don't want to seem like I know everything about economy and how the market works, but from information about the value of the GBP, it's gone lower than it has in the past 6 months, and it's come straight back up again. Now I'm sure most people here must understand that everything is affected by money and affects money itself, so it's reasonable to think that such a large event in the world, would affect the global market, so I think this is nothing to be worried about too much. All over the world, countries are trying to help stabilise the market.

This is different of course for the EU, trying to cause as much economic damage to the UK as it goes through the process of leaving, Mainly through blocking trade.

But the reason why we would rather throw ourselves in a grave now and dig ourselves out whenever is because, we don't want to be "European", we want to be British, and this applies for other countries as well, they want to be Polish, and Hungarian etc. The problem with the EU is that it's trying to create it's own little Empire, led by Germany and the EU slave master Angela Mercel. The EU is openly trying to create it's own Military by merging other militaries together within it's borders, it's trying to take control over countries' laws and systems, and Worst of all, it's trying to demolish other cultures to create a blank, Dead, FAR left system where offending anyone is publishable, where there ARE 62 fucking genders and it's normal, where religion is something that's looked down upon, and destroying all traces of proud, patriotic people.

Sorry, that's my conservative side coming though, I tend to ramble when it comes to European political situations but Uh yeah. Long story short, We're patriotic, the EU isn't.

Nice to let all that steam out sometimes though. :P
#30
Although the idea of aircraft isn't BAD, It just doesn't seem right. I mean, even at max Map size, it doesn't seem like the maps are large enough to support aircraft. This is why I, personally would go for an alternative, Airborne creatures.

I'm not talking about little robins swooping around hauling massive chunks of stone, I'm talking huge LOTR style eagles able to quickly fly from point A to point B, carrying resources (and maybe even colonists) with ease, And in combat, able to drop raiders from a large height, at KO or No-chance-in-hell-you're-living-after-this height.

Also I like your idea of Butler-bots. Would lift a lot of weight off colonists in terms of jobs to do. Also they could have small recharge stations they could stay in at the end of the day to recharge.