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Messages - Deer87

#31
Releases / Re: [B18] Don't Shave Your Head! - v18.2
January 01, 2019, 08:30:21 AM
Quote from: NoImageAvailable on November 07, 2018, 09:57:27 PM
1.0 Update brought to you by insomnia

https://github.com/NoImageAvailable/DontShaveYourHead/releases/tag/1.0.0

Horray Horray what a wonderful day, for I can get the 1.0 mod :D

Btw, if you accept wishes. The Hair styles from Ancient Rim would be a really neat addon. https://ludeon.com/forums/index.php?topic=35161.90

Thanks for a great mod
#32
Quote from: 5thHorseman on December 10, 2018, 07:44:23 PM
It may be an improvement. Maybe if you're lucky mechs fight insects...

Tried it. They zerg rushed three scythers and started tearing down my walls ^_*

Quote from: kclace on December 10, 2018, 09:02:07 PM
Cassandra is telling you to evacuate...better take her up on it.
Although its Randy acting up,I think you might be very right.
#33
Stories / Im going to deal with that tomorr....Oh crap!
December 10, 2018, 02:16:00 PM
So, first 1.0 game. Super excited. Starting up a tribal run with my usual mods (minus CE).
The little tribe is coming on great, finally figured out the needed amount of farms and we have finally started building huts in stones instead of wood. It was a blow that Komondo died of an infected wound, but we shall overcome the grief.

That was weird, I didn't know that infestations could occure in the river running under mountains. Hmm, thouse bugs look a little tough right now. We will just leave it be for now, and get some plate armour going.
...
...
...
27 hives later... Not really sure how or if we are getting out of this alive. The poison ship that just crashed is not going to be an improvement.

[attachment deleted due to age]
#34
Bummer, can't help with those :/
#35
Stats or functions?
#36
Quote from: N7Huntsman on December 04, 2018, 06:27:51 PM
The dev-branch on the CE Github is functional; most of the outstanding issues are simply balance related.

Additionally, Combat Extended Guns has been updated to 1.0.
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1582570547
Github: https://github.com/NoImageAvailable/CombatExtendedGuns (not updated at time of writing) or https://github.com/N7Huntsman/CombatExtendedGuns (updated fork).

Very interesting. I have been lurking the GIThub for some time now in anticipation. Are the ongoing updates likely to break save-games?

Another thing, while i love the expanded armoury CEG gives, im not a big fan of the specific weap names. I have there fore compiled a list of generic names i plan to implement in my own copy at first given chance. Are you interested in getting the list for a parallel download?

Third thing, with your name, do you do any Mass Effect related mods? It could be a fun combination with CE although the whole heatsink concept probably will require some consideration.
#37
Mods / Re: Weapons restriction
December 01, 2018, 04:28:06 PM
Combat Extended has a loadout menue where you can define what weapon your pawns can carry. But it comes with a more hardcore combat system, which i love, but it can be more unforgiving.

I think they are finishing the last issues for the 1.0 version in these days. So hopefully it will som be updated
#38
@ JT
Cool. Thanks, I will scout it out.


Quote from: NoImageAvailable on November 27, 2018, 05:07:20 PM

The reasoning behind it is it's way too easy to mass, so it breaks some of the intended balance for armor apparel. I feel it'd be in scope of this mod since it doesn't deal with combat directly, but the logistics behind it, as Devilstrand is first and foremost a material for armor crafting.

It's not accurate to say I'm working on it though. The idea has been documented but it's not on the 1.0 list, nor will I be working on it after the 1.0 release (or any other feature additions for that matter). It's simply a concept another dev/contributor might want to pick up.

Ahh, okay. It makes sense.

Quote from: NoImageAvailable on November 27, 2018, 05:07:20 PM
That issue was fixed ages ago.

Great to hear. I tried looking through the issue list, but couldn't find it, so I just went ahead and asked :)

Again, thanks a ton for a great mod.
#39
@ NoImageAvailable
I can see you are working on a debuff for Devilstrand on github.
I never bother with producing it in great quantities so I don't have the exact insigt in, why a debuff is nessesary? Is the clothes too powerfull, or is it a too easy cash cow?

Anyway, requiring thick mountain seems harsh, if it is a core component in protective equipment, making any map not hilly even less attractive than it already is due to small mineral deposits.
I can totally get behind the grow in darkness point, and would like to see that part expanded to drug and food production (i guess there is a mode somewhere).

Something completely different: Have the graphics issue with tactical vests overlaying pawn heads been adressed? I guess its a "simple" matter of layer priorities, and in any case a very low priority bug.

Love your work. Im playing 1.0 right now, and my gawd, once you go CE there is no easy going back.
#40
Hi People

Im dabbeling a bit with a Firefly mod, but the concept af chronological age annoys me.
I get it in vanilla. And i understand the lore, so please, no discussion regarding where it makes sense or not.
In the Firefly universe, as well as other universes however, being 1000+ years old makes less sense and i woould therefore ask if anyone know how i can disable it? If i recall correctly, tribals don't have it, so it might be as simple as adding a certain tag or so, to my new factions and such.

But im no experienced programmer, All i know is a bit of reverse engineering, so i would hear if anyone know how it can be done?

Thx in advance
#41
I just wanna chime in an the congratulations. It's a great game with amazing complexity and high replay value.
I joined around Alpha 14 i think, and back then it was already a good game. What it has grown to is amazing.

Given the little time i have to game (babies does that to ones sparetime), it will probably be some time before i try out the big 1.0, but then my favorite mods should be updated too.

Congrats with the release, and damn you Time-thief!
#42
Help / Re: RimWorld core art source
January 03, 2018, 07:08:03 AM
@ larSyn

Thanks a ton :)

No worries, as said, im a total script kiddie messing with existing code, so i have absolutly no idea on when it would be finished, so mod ahead, we can always try comparing ideas and such :D
#43
Help / Possibility to add victory/defeat conditions?
January 03, 2018, 06:55:59 AM
As the Headline indicates, Im trying to figure out if it is possible to write additional defeat conditions.

To be specific:
Im working on a scenario where a group of soldiers are being tasked with establishing a new radio outpost.
The plan is to implement  two warring factions, and a new object - The comms tower.

My idea is, that the tower somehow becomes a crucial object, so that the player have 5 or 10 days to establish operations (builing the tower, a coms console, and sufficient power supply).

After that, a countdown should start everytime the tower is rendered inoperable, due to power shortage, short circuits, or destruction by the enemy. (due to solar flares the countdown need to be at least a few days).

If the count down reaches zero its game over (or at least a notice that the team faild their mission)

Is this possible within the programming of the game?
If so, can anyone help me with how to approach it?

Additionally i would like to make the tower a favored taget for the enemy faction during raids and sieges.
#44
Had the same. Reward for clearing pirate base.
Droppod right into my ammo depot (playing with combat extended), causing bullets to fly everywhere, killing my pet boomalope (not an improvement to the situation) and shattering the shin of my cook.
#45
Ideas / Re: Your Cheapest Ideas
January 03, 2018, 04:00:27 AM
Quote from: Sol666 on January 03, 2018, 03:53:06 AM
Humans prefer sunlight!

Give them a negative mood effect if they haven't been exposed to sunlight in a while.
The longer they go without, the stronger the negative mood.

Sunlamps could counteract this, but as we all know a sunlamp requires more power is is more expensive.

This could give a small extra challange to living in some sort of underground complex or single structure bunker.

Apart from the sunlamp part this is already in the game. Pawns get cabinfewer which is a mood debuff :)