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Messages - Madman666

#1081
Thats actually a sound suggestion. While it surely spawns frequently enough - it might be good idea to let us seal our doom by our own hands ;) Since we can harvest tiberium and it spreads on its own if not properly contained - only logical that we can just stick one or two in the ground to make it grow where we want it to)
#1082
Quote from: Flimflamshabam on February 23, 2017, 04:40:15 PM
@Madman666 I mean I've had a number of bad scratches and injuries to my colonists, but I do tend to play on Basebuilder difficulty so serious events don't occur, not that shit can't go south in the blink of an eye, I've had more than my fair share of colonists with dozens of different issues but some of the worst still weren't that bad, my biggest gripe is when I get a colonist with frail and back back at the same time, they're only really good for cleaning duty then. And then there's always the issue of colonists who show up with several skills disabled, usually cleaning and hauling x-x

Or I get a colonist whose really good at shooting but has no passion for the skill and is trigger happy so his high skill is made mostly irrelevant by his debuffed aiming skill unless I give them fast(er) firing weapons.

I mostly play on rough with crazed Randy, since I like combat part of RW, so shit always flies my way in heaps. And colonists get wounds very often. As soon as I run out of meds - scars start to stack if I had a bad week getting too many raids. And I tend to get colonists with rather atrocious traits - like volatile, pessimist, neurotic etc. - getting scars on them makes them pretty much forever on the verge of major break. And serious scars to bodyparts make them close to disabled save for cleaning duty. And disabled colonists can be your downfall on medium to hard difficuly as they often can't pull their own weight in a fight (usually due to lowered speed or sight). So making scars be more punishing is not good... unless tynan adds a way to fix them.
#1083
I don't understand only one thing - why the hell big T didn't hire you for RW team, man? Your ideas are brilliant!)

I am still silently praying for animals hauling resources to blueprints and frames
#1084
You are one of the best mod devs I know, you now that?) Not that many people make mods this awesone and also listen to what fans suggest))

Now to the topic of suggestions, I kinda agree with @BlueLance213. I think that tiberium cure either shouldn't be a thing or an endgame absolute nightmare to aquire, because you know - to actually get poisoned you need to really damn derp and send someone through tiberium field or forget to mark it as restricted zone. And tiberium supposed to be real punishing and real profitable at the same time. It is VERY profitable, so I don't know if you should nerf it. I hope you leave spreading speed like it is or even bump it up a bit (especially dat red and blue yum!;). The problem is not as much difficulty of tiberium itself, as difficulty of research required to get at least simple means of combating it. Make research a bit easier to get and even without nerfing tiberium people will be able to deal with it. And being able to reverse soil state back will help too. while I was playing TiberiumRim with Vegetable Garden I found it quite a bit easier, when you can reclaim the soil and push tiberium back gradually as your colony grows in tech and numbers.

AND being able to get moar steeeeel is very tasty. Really - thank you for this wonderful nostalgic and good-looking mod. One more suggestion would be to add some more consumable useful things, that require lots of steel. Since you can actually reserve half of the map for green poisonous steel farming now))
#1085
Quote from: BlueLance213 on February 23, 2017, 09:41:20 AM
I wish any colour of Tiberium would come and rule my map but alas I have had 0 luck with it happening. Maybe thats why I am lucky with getting the red in caravans, because I dont even get the green landing on my map

Can't say I don't like the idea of it ruling everything - those green crystals look sooo goood)) But their ground changing ability worries me very much.
#1086
Quote from: BlueLance213 on February 23, 2017, 08:38:30 AM
Its not really down to RNGesus, You can request caravans and the chances of it always having green and blue are pretty much guaranteed, the red is rarer but still i see it every 3rd or 4th caravan I request.

Well if you rely on caravans, that might have red tiberium or might not - I'd say its still up to RNGesus to smile or frown upon you. Because you might have 10+ caravans without the stuff. And calling caravans aren't cheap. By the time you gamble some reds out of traders, green goodness will probably rule your map anyway))
#1087
@Flimflamshabam
Man, just have a neurotic or volatile or pessimist person with a couple of scars giving constant -10 to mood. Are you kidding me? Making scars even more annoying makes no sense at all. Just having a survival rifle shot to leg untreated for too long already can give a scar which comes with permanents "in a moderate pain" moodlet and ~ -30% to movement. Couple scars on legs - he moves like a peglegged centipede, couple to arms - he can do crap, aside from cleaning. From what i see of your experiece, you probably didn't ever had serious scars on people in your runs. A bunny can scar your person if it hits the eye permanently which makes his damn sight ~60% and I guarantee you - that person will be useless as a shooter for the rest of the game, until eye replaced with bionics.

I admit that RW needs reworking scar system, but not in making it harder way. In making it less ridiculous way.
#1088
Outdated / Re: [A16] Psychology (2017-2-2)
February 22, 2017, 11:09:28 AM
Thanks, I'll try it out. Its not that social fights are happening all that often or its a really huge problem, its just really annoying, that you don't have a way of stopping it. Other than punching one of the fools full of holes of course. Its really easy to lose very good trained colonist this way.

At least in combat you know that its your fault for not reacting in time and planning the fight through if you lose someone. When someone just dies in a frigging fight it feels really lame, like the game trolling you - "Oh, nice lvl 19 builder you got there, pal, you know what? I think your neurotic janitor wants to kill him!" Screw that noise. So all what you can do is just try to chop janitor to pieces with a sword before builder dies. And don't forget also to kill his wife and daughter because they'll berserk all the time anyway.
#1089
Outdated / Re: [A16] Psychology (2017-2-2)
February 21, 2017, 02:02:37 PM
By the way, @Linq did you catch the problem with arresting sadistic pawns? Also if you could do something with social fighting would be real nice. That state has same problem - you can't do anything about it including attacking - you just sit there and watch your godlike artist being killed by your stupid steel-for-brains janitor\soldier. RW really should have a police job, that handles everything related to breaks and fights - a pawn armed with a concussion bat, that kicks the crap out of guilty and drags them into free prison cell...
#1090
Uwah, that green tiberium grows so faaast)) For now, I'll be playing it with vegetable garden, because it allows placing soil on constructed floor, so you can make some floors on tiberium infested soil, then on floors, place normal soil. But in the future there definitely needs to be a tool to reclaim soil, otherwise it'll be constant loosing game with green goodness eventually covering everything thats not protected by inhibitors)) Oh and tiberium proof walls! I mean we all know - there needs to be tiberium farming in this game))

Also I find it that hp on those asteroids and trees are too much, if you get unlucky and it'll spawn while you have only initial survival rifle and pistol you'll spend about 1.5 days just shooting it without breaks. I think it can be safely lowered by half with the speed it grows it'll still be a very dangerous event, which when ignored can actually pose a threat of just losing the map in the matter of days.

Gotta say though it looks just soo damn beautiful - I don't even want to get rid of tiberium))) Its just looks nice) Ah C&C is back)) Two more small suggestions - if tiberium spread reached like 30-50% of the map - let it have a chance to trigger toxic fallout each day (really small chance, but it'll get bigger the more tiberium you have on the map). And second - since you have those cool tiberium infused animals - might as well make them have toxic bite, leave some tiberium when butchered and spread it around if a corpse not taken care of) They feed on tiberium after all)
#1091
Quote from: Telefonmast on February 20, 2017, 11:44:04 AM
For now the changes are permanent.
And canging soil could be tricky, since it doesn't save what soil it previously was, in the end I could try to make a type of "decrystallized soil" that could be made with a small machine. Maybe solar powered for convenience (so you don't need a wire leading to it all over the map). I will take that into considerations.

Tiberium weapons and defenses will be included in the TiberiumRim Factions mod part!
It's still a huge WIP.

Well I wasn't talking about restoring exactly the soil it was before tiberium invasion, just to regular soil you can use for farming or that'll support wild plants. Its just that I'd like a possibility of preserving initial map state to at least some degree, otherwise tiberium meteors, craters and etc. even if you deal with them promtly, still just by spawning via events will eventually make pretty much all map tiberium infested wasteland.

I was thinking more of a something hand held, like a one-time use chemical grenade or some kind of dispencer, that reverses tiberium infected land back to standart soil, since trying to clean the biome on huge maps with powered machines can and will be a nightmare...

Thats a damn big work you're planning)) I'll be waiting for weapons\security and tiberium soil countermeasures))

Could be nice if you added some tiberium modified soil type (with the use of rare tiberium types, not as agressive as green one), that can be researched and then placed, which uses tiberium's fast growing ability to grow plants much faster, but potentially has a chance to start tiberium outbreaks for example or can cause sickness if harvesters  aren't equpped with suits... Will require lots of micromanagement, to avoid amputations, but growth boost can make it tempting for some long growing plants.

Forgot to mention - the art's godlike) Level 20 artist sighted =)
#1092
Looks soo juicy especially with all the steel you can get and that damn nostalgic C&C feelling))) 1 Question though - will Tiberium screw the land forever, or can you turn tiberium infested soil back with some dedicated work?

Also would be nice to have tiberium shard launcher, to get those siegers a nasty present) I loved using tiberium thrower in C&C Renegade to turn those poor NOD sods into visceroids))
#1093
Ah, ok, got it :) Thanks for your reply)) I kinda liked vancidium, but I admit it completely throws off anything resembling balance with just one spear worth 50k silver coming your way with a trader on day 5)))
#1094
Will you be upgrading 1.9 version to 2.0 on Steam Workshop when new Alpha hits or are you moving EPOE to forums entirely? While Workshop has its quirks, being able to always have latest version is kinda nice and beats scanning forums everyday for an update.
#1095
Outdated / Re: [A16] DE surgeries (GE)
February 16, 2017, 12:47:27 PM
Yup. In DE surgeries its a way to put a person into healing sleep for 3 days (at least it is what description says). It adds bonus to blood filtration to speed up recovery from diseases, while also restraining sick person to bed, to slow disease progression and bolster immunity gain speed. Editing and adding new hediffs is not that hard, rummagin through vanilla xmls will give you most info. Since DE surgeries doesn't have hardcoded parts (c# written dlls) it should be rather simple, just a bit time-consuming. As for ideas unfortunately I don't anything to suggest, thats really worth the effort. Core mod covers most of the permanent health issues RW has and different stuff like treating addictions and etc. mostly covered in other mods.