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Messages - Morrigi

#61
General Discussion / Re: What is a Pila?
June 07, 2014, 08:24:33 AM
Quote from: Tynan on June 06, 2014, 02:57:00 PM
They might be a bit much. I'll nerf them down.
Ammo and melee weapons when? :D
#62
Ideas / Re: Parapet walls?
June 07, 2014, 08:23:03 AM
I really don't think it would be OP, especially if the AI got better.
#63
Ideas / Re: Making sieges interesting
June 07, 2014, 08:21:19 AM
I absolutely support the addition of mortars. They make a huge amount of sense in the environment of Rimworld - Easy to produce, relatively light, can be used by anybody (with basic training, if targeting computers are involved), and, of course, capable of indirect fire.
#64
Ideas / Re: Cold and Warmth
June 07, 2014, 08:18:47 AM
I like the idea as well, and it wouldn't take too much effort to turn a muffalo hide into a coat or two. As for hot weather, if/when water gets implemented, droughts should be a thing.
#65
Ideas / Re: New Use for Corpses
June 07, 2014, 08:17:25 AM
My God, this needs to be a thing. I think the morale penalty should diminish over time though, but there should always be a small penalty. You may get used to seeing those abominations, but that wouldn't stop them from being creepy.

Oh, and if we have these, we should be able to make ordinary, non-spooky androids or other robots.
#66
Ideas / Re: Add more RTS elements
June 07, 2014, 08:14:27 AM
Quote from: Untrustedlife on June 06, 2014, 11:07:04 PM
Quote from: a89a89 on June 05, 2014, 07:45:17 AM
I donut think these would fit into the game because you suppose to be stranded on a rim world


I agree with you good sir.......

OP, what mods are you using.. you mentioned zombies.
Dropping small to medium-sized prefab buildings shouldn't be much of a stretch, honestly. However, unless a spaceship is coming down and dropping it from near-ground level, I have sincere doubts about it being anywhere approaching cost-effective.

Also, considering the very rude pirates that always seem to find your base, it'd be reasonable to assume that they'd have some kind of AA weapons at their base that could shoot down an approaching cargo shuttle.

So, in my opinion, yes, it would fit. However, I really don't think that traders would be willing to either risk their equipment and crew, or waste their money on gigantic heat shields, parachutes, and landing thrusters.

Oh, and even a very small colony can build, say, a 9x9 out of normal metal walls in less than an in-game day, so again... Not cost-effective.
#67
Ideas / Re: Water
June 07, 2014, 08:06:24 AM
Quote from: Untrustedlife on June 06, 2014, 11:04:40 PM
Has been suggested many times.....

Not sure if everything-seaking water sprinklers is within our tech level though (Tynan has everything separated into tech levels) and i believe we are 'industrial" or "post industrial" (Our colony)
Normal sprinklers would be fine though :)

Ill see if i can dig up the info.

--------------------------------------------------------------------------------------------------------------
I found them:

https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub

https://docs.google.com/document/d/1pIZyKif0bFbBWten4drrm7kfSSfvBoJPgG9-ywfN8j8/pub

(tynan wrote these to give backers an idea of the lore/ameplay)
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It appears we are hovering around industrial/post industrial
Well, considering the fact that we can fabricate solar panels on the fly and regularly have trade goods dropped from orbit, I don't think it's too much of a stretch. All it'd really have to do would be to wirelessly monitor the moisture content of the surface of the soil.
Of course, we could do the boring thing and require a "floor" consisting of old-fashioned, early 21st-century, wired sensors that plants could grow on, which would then communicate with the sprinkler.
#68
Ideas / Re: Flanking bonuses
June 07, 2014, 08:01:28 AM
I think it'd make the most sense to have a significant morale penalty for whoever's being flanked.
#69
Mods / Re: [Request] Starship architect 2.0
June 07, 2014, 07:57:45 AM
All of my yes. All of it.
#70
Mods / Re: Project Armory Testboard
June 07, 2014, 07:56:49 AM
Quote from: Evul on June 05, 2014, 09:22:44 AM
Here is the current caliber spreadsheet
If I'm reading this right, 16 gauge shotgun shell appears to do more damage than the 12, but it's actually a smaller cartridge.
Fake edit: Is it possible that the 16 gauge damage value was mixed up with the .50 BMG? That would make a lot more sense.
#71
Quote from: Cala13er on June 07, 2014, 07:15:30 AM
[snip]
For an independent opinion, I think it's a bit garish. Might want to make it a little more subdued.
#72
Well, I've built a WWII weaponator and weaponizer (I may have mixed that up, but I have both), powered them, and made about 30 gun parts. I also have a colonist with 11 crafting skill, but I'm unable to make any weapons from it, and, if I select the colonist and right-click on the machine, there's no context menu.
#73
Outdated / Re: [MOD] (Alpha 3) Gun mods 410
May 20, 2014, 01:37:58 AM
No pics, no clicks.
#74
Ideas / Re: Ammunition
November 12, 2013, 10:41:14 PM
+1 for an ammo system, even if it's only for heavy weapons initially.
#75
Ideas / Re: Mod Forum
November 12, 2013, 10:31:45 PM
What mods would said forums include?