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Messages - crusader2010

#481
Mods / [Mod Request] MegaMOD!
April 26, 2015, 04:52:36 PM
Hi folks. I'm new here and I have a small idea (that I didn't see posted yet).
Currently I'm using several mods to play Rimworld closer to what I want, but i'm not sure whether some things from other mods apply to objects created withing others. I'm going to copy-paste some stuff from different mods. In the end I'd really like to have a mod combining everything (thus a MegaMOD).

So, here goes nothing:

1. Superior crafting by Abrexus (https://ludeon.com/forums/index.php?topic=11741.0). Basically, at the end of the first page is what
the mod brings, and I can say that everything is awesome.
+ Weapons Crafting by Brunayla (sorry I can't find the link; this mod was in Alpha7 i think).

2. Rimfire (https://ludeon.com/forums/index.php?topic=9536.0)
+ Rimsenal (https://ludeon.com/forums/index.php?topic=11160.0)
+ Plasma Weapons (https://ludeon.com/forums/index.php?topic=12352.0)
+ Laser Weapons (https://ludeon.com/forums/index.php?topic=12369.0)
+ OmniWeapons(see below)

3. Turret Collection (https://ludeon.com/forums/index.php?topic=6895.0)
+ More Vanilla Turrets (https://ludeon.com/forums/index.php?topic=9521.0)
+ Turrets Pack by Kilroy232 (https://ludeon.com/forums/index.php?topic=6770.0)
+ manned turrets (sorry, can't remember the exact name)

4. Biodiversity (https://ludeon.com/forums/index.php?topic=9532.0)
Regarding this one, it's not compatible with alpha 10, and there are also some other mods that could add to it (e.g. adding more trees, different types of wood, alpha muffalos etc). I'm sorry I can't remember their names right now.

5. Skullywags OmniPack (https://ludeon.com/forums/index.php?topic=12203.0)
Here, i'll quote what I like mostly about this mod (in terms of weapons): 

QuoteAll weapons that are "ballistics" have a chance to jam based on their quality, it ranges from about 16% at awful to 0% at legendary. All weapons come with top down graphics for use when they are attached to turrets, which all ranged weaponry (including bows, excluding rockets) can do...

In other words, the possibility to create turrets by mounting weapons on a support frame, and a chance for each weapon to jam!
Everything this mod brings is awesome; the only gripe I have with it is that there are no more automatic turrets at the start, which makes it awkward and unnecessarily complicated in my opinion. This is what actually gave me the idea to request this mega-mod.

6. Enhanced Defense (https://ludeon.com/forums/index.php?topic=6636.0)
I'd like to use several features from this mod too, like reverse cooler, shields, embrasures, and probably omnigel (though this should be very far in the research tree).

7. Animal Hide (https://ludeon.com/forums/index.php?topic=2569.0)

8. Expanded Prosthetics and Organ Engineering (https://ludeon.com/forums/index.php?topic=10571.0)
Note that the "Superior Crafting" mod also has stuff related to organs and prosthetics.

9. The Finer Things (https://ludeon.com/forums/index.php?topic=10865.0)

10. I don't remember the name of this mod, but in earlier alpha versions of the game you could create different types of furniture, like smaller tables, more types of beds, different chairs etc.

11. Any other mods that simply add things to the game! I'm sorry I don't know all of them to write them here.
------------------------------------
To sum up everything, there are basically lots of weapons, lots of turrets, lots of crafting items, (hopefully) lots of new animals and plants to harvest/hunt, and lots of general additions or upgrades to existing systems.

Combining it all, I would like to play with a mega mod that: 
- first of all, adds all the items from these mods (hopefully with the possibility to remove any of them)
- secondly, applies the additions/upgrades from all the mods to these items
- thirdly, puts them within a nice research tree, providing some form of progression
- lastly, rebalances everything to better fit the idea of a "new mod" (in terms of crafting requirements, damage, range, sell price, etc)

Just as an example, I'd love to have all of the weapons, with the chance to jam from OmniWeapons, the crafting requirements from OmniCrafting (i think), everything put within a proper research tree (like in Superior Crafting), and adding to everything a proper progression and rebalance! Same for everything else - a redo of their "place in the world", to call it so  ;D

I'd also like to have a way to defend at the start (and not be forced to research something even before my colonists have their own rooms), then to progress step by step towards a late game which should be pretty interesting. I'll give this example as a general idea:  regarding weapons, at the beginning you can have only ancient era weapons or pre-World War 1, then progress to WW1 ones, then to World War 2 weapons, get to modern day stuff, then to futuristic arsenals (e.g. plasma and laser weapons). Turrets can have a similar progression system; their weapon supports could be craftable and of different types (i.e. to not put a plasma weapon on a common tri-frame), but before you could mount weapons there should be some weak(er) automatic turrets (i.e. not manned and not requiring to attach a weapon). This also implies a complete redesign of the weapons in terms of damage/range. Some weapons could also require ammo to use, have their weight matter in terms of colonist speeds, etc.

Last but not least, thanks to all the mod authors out there!
#482
Hey, where's the download link to this mod? :(
#483
Outdated / Re: Alpha 10 Mod Packs
April 25, 2015, 01:12:26 PM
any mods specifically for turrets? (i.e. working with alpha 10)
Unfortunately Turrets Pack 1.3 doesn't work from alpha 9 to 10 :(
(neither of the new turrets fire at enemies at all and their description shows a Null Object Reference error)
#484
Outdated / Re: [MODPACK] (Alpha10) Skullywags Pack
April 25, 2015, 12:43:55 PM
Hello. Could you please add a separate mod to your pack in which to add automatic firing turrets? From early game to late game ones (you could even keep the improvised turret since it's enough at the start). There's quite a large need for sniper turrets for example, especially when invaders fire bows from further away than most weapons (LOL!).

I did try some of your mods, but they replace everything, and in the early game this becomes a problem. I'm also not sure about compatibility with other mods like Rimfire and such (that add new weapons). I really couldn't find any compatible mod for turrets for alpha 10, but your additions are the best i've seen.
#485
I've just finished a game on the largest map (i'm also playing with mods, the bigbang pack, but without additional power generation buildings). I'm posting this here because the bugs do not seem to be related to the mods but rather inherent to the game.

I closed off a huge area (i.e. walls were at a very large distance away from the main base) and left only several tiles open at one side. Before doing that i had to use metal walls so i included them in the home region. After researching stone walls, i put a second layer of these inside that huge region, and touching that metal wall. After that i deconstructed the metal walls. Initially i modified the home region to include the whole stone wall (i.e. before deconstructing the metal one), but after seeing the first bug (follows below) i removed the home region from those stone walls. Then the second bug occurred.

1. When a colonist wanted to repair the stone wall perimeter he almost always took the extremely long way around; i.e. he went through the opening i left at one side, then moved for more than 2 map lengths  just to reach the "outer" side of the stone wall and repair it. Obviously, the shortest path would've been a straight line from the "base" to the stone wall, for a bit over half a map length (i.e. to repair it from the "inside"). So i think repairing needs a rework in terms of path finding, to simply consider both(or all 4) sides of a structure all the time when looking for the shortest path.

2. Seeing the very annoying bug from above and not wanting to make colonists not repair anything automatically, I decided to remove the "home region" from those outer walls. But guess what?! They still went to repair them! I tried adding the HR again and removing it but nothing changed. It's like something remained "read-only" somewhere in code and changing regions had no effect.

Also, i suppose this isn't a bug, but raiders appearing very far away and near the outer wall, were just attacking it instead of trying to find a path towards my inner base. I was trying to funnel them through a small area but it seems there is a certain distance this can't be done. I wonder if it can be "cheated in" by building some empty rooms linked to power until you reach the outer perimeter of the base in all directions :)
#486
Ideas / Micromanagement and gameplay ideas
April 28, 2014, 03:37:19 AM
Hi. Currently I'm really annoyed for not being able to do the following things:

1. Prioritization over an AREA. When you tell your colonists to prioritize work on something they only do it for that one tile you clicked on. I believe we really need this for a selectable area (e.g. prioritize hauling ALL the stuff from one zone instead of having to click each resource at a time). I can't stress the importance of this enough. We really really really need it.

2. Multiple colonists orders. When right clicking on something with more colonists selected they should all do that order (instead of having to select each one and give them the same order each and every time). This will be helpful when attacking someone for example (i.e. if i want to melee someone with 5 colonists at a time), AND especially for point 1 above - with more people selected, giving a prioritization order over an area will make all of them do it to speed up things. If some colonists can't perform certain orders then they simply won't do them; other than that, the orders are EXACTLY THE SAME for everyone, so as long as someone can do it, the order should appear in the right-click menu when more colonists are selected.

3. Roof deconstruction. When mining something large we need a way to remove the roof before it collapses. It doesn't matter if it just gets "included" in the mining order. Also why does getting debris from a roof that was destroyed cause another collapse?? this is just stupid.

4. Raiders that throw rocks should really stop doing comparable damage to guys with pistols and rifles. Especially against turrets. And those guys really throw them with great accuracy.  :o :o

5. It would be a nice idea to be able to build drones! Fully automatic and having specific roles, like repairing, fighting, hauling. They wouldn't be able to use actual weapons, but they should have different versions of certain weapons already built-in. Extensive research will be needed, lots of metal and silver, and, of course, POWER (i.e. drones will need to remain somewhat near your colony). Which leads to this:

6. Wireless power generators/transmitters. Think about a turret which instead of fighting raiders inside its radius, it instead provides power. Has to be researched, of course ;) This should have a power conduit link to the main power generators, and the radius for the wireless transmission should be large enough to justify its utility. With further research there could be another wireless adapter that transmits power in a 60 to at most 90 degrees cone in front of it (the facing should be customizable by the player), but with larger range.

7. Orders for turrets. Why can't I attack a muffalo with a turret for example??? It's not like I'm telling it to grow potatoes...

8. We need some defensive structures that work during solar flares!  >:(

Hopefully some of this stuff will be implemented soon (and not soonTM)