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Messages - KevinHann

#16
I'm curious what is stopping the player from building a few pods and firing the colonists to the hidden ship location to escape the world, sparing the lengthly caravan trip? I presume there is a mechanic to stop you from that shortcut?
#17
Releases / Re: [A16] Orassans
December 14, 2016, 03:51:12 PM
Great, despite setting Rimworld to not update past Alpha15 the Orassans updated and broke my long-term game. I am sorry for the stupid question but how do I revert Orassans back to A15?

Edit: ignore this. I picked up the earlier version from nexus. Will think again of getting any mods from steam :( How do people usually handle this without reverting mods with every new release?
#18
In terms of compatibility I haven't had any issues while using all of the following:

CK - Animal and Plant Pack
Hospitality
EdB Prepare Carefully
EPOE
Call of Cthulhu (Cosmic Horrors and Factions)
Faction Discovery
The Mad Rabbits of Caerbannog
Orassans
Alpha Animals

However I must admit I have stayed away from the content as I find the weapons and the turret unbalanced, they just inflict massive damage. The turret was able to defend my entire base for over a year on its own; and even a Pulse Rifle shoots so rapidly I eventually gave up on it to have some challenge. I'd gladly use all the weapons if I was able to increase their cooldown time a bit. God I love those sounds!

Despite this criticism I'd like to lodge massive appreciation for the work that went in this, the content is brilliant. If xenomorphs are intended as a future upgrade to the mod, be it as an entire event or just stand alone animals, it would definitely be something I'd be checking out. Keep up the good work!
#19
Please tell me you guys will be supporting this mod for the upcoming A16 :) The game simply wouldn't be the same without it!
#20
Mods / Re: CK - Jurassic Pack [WIP]
December 08, 2016, 07:23:05 PM
Quote from: A Friend on December 08, 2016, 10:25:58 AM
It's a pun. Park, pack, Jurassic parck


So much is obvious but is the pun alive  ::)
#21
Mods / Re: CK - Jurassic Pack [WIP]
December 07, 2016, 05:34:49 PM
Hey folks, love your big mod. Is this one still alive and being developed?
#22
Your mod is what prompted me to register and post here. It is a literal game-changer for me and I can't praise it enough. By far the most impressive and diverse addition I have encountered so far, and there are some bloody good ones around. Looking forward to the next updates!

Is the tropical rainforest the only biome you have overhauled so far?
#23
Mods / Re: Nominate a mod to be included in RimWorld!
November 24, 2016, 11:16:11 AM
CK - Animal & Plant Pack
https://ludeon.com/forums/index.php?topic=26265.0

I am surprised there aren't more voices for this one. It literally transforms the game and adds a layer in visuals and gameplay. It is obviously WIP but my experience with it suggests if/when complete, it can truly diversify the biomes in a meaningful, in depth way.

It made me feel I am struggling against the jungle for real, it added immersion and variety in exactly the areas I think the vanilla game is lacking atm. I don't think I can revert to vanilla tropical rainforest now, it would just feel bland.

If you are looking for a mod that truly adds value on multiple levels, you simply must consider this one.