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Messages - Modraneth

#61
Mods / Re: [Mod Request] Better Cult mod
September 02, 2017, 02:40:21 PM
titles/walls/pillars about the deities
interaction about the deities (every deity have different interactions)
cult-based factions
deities enemies, so if i choose this deity that deity followers will turn enemy (-50 or more)
incidents about deities
different benches or just craft about that specific deity u praise, if u use the right vest u got a buff if u use wrong vests u got a debuff and maybe ur colonist will attack that specific colone
etc etc etc...
#62
Mods / Re: (wip) Tribal Culture! (looking modder for help)
September 02, 2017, 01:24:00 PM
well i dont think i will have the time, my holidays are over, next week i will be back to my job and i dont have time :/
i can help with little things, but cant help u with the work, just some pointers about the little i know
#63
Mods / Re: (wip) Tribal Culture! (looking modder for help)
September 02, 2017, 08:38:53 AM
well i send u pm but i dont think u read it
#64
Mods / Mod Request - New Fantasy races
September 01, 2017, 08:07:04 PM
hello,

like the title says i want to ask what the races already modded and ask what the probability of making fantasy races like:

Goblin - tribal
Orc - medieval
Dryad - tribal
Naga - medieval (live on sea)
Vampire - Industrial
Elf - Medieval
Undead - tribal/medieval
Merfolk - Medieval/Industrial (live on sea)
etc, etc...
#65
Outdated / Re: [MOD] (Alpha 8) Imperial Guard
September 01, 2017, 07:47:23 PM
this will go to a17 ? maybe as a new race ? new playable race?
#66
Mods / Re: [Mod Request] Insect Queen Overhaul
September 01, 2017, 07:39:29 PM
so this idea just die here... to bad... it would be cool
#67
Mods / Re: [Mod Request] Better Cult mod
September 01, 2017, 02:05:39 PM
+1 to that

actually i really love the mod but i stop using it because it have so little things, at some point i just dont know what to do involving the cult. i just stopped using it
it would be best if the mod have more thing so we can make a colony cult based
#68
Mods / Re: Mod Request - Blocking researches
September 01, 2017, 02:01:14 PM
because neolithic people researching a spaceship its just wtf...
if u just allow with their background its more immersive, u only can do it if u recruit a pawn from that era.
im talking about immersion not the benefits in general.
its immersion breaking tribal people that use torches and spears to create a spaceship or laser guns
#69
i like this mod but just make it work with other tribal colonies.
people with electricity dont really will understand smoke signals
#70
Mods / Re: Mod Request - Blocking researches
September 01, 2017, 01:01:59 PM
ya thats true i dont think about that...
so if we change and can make everything lower but not the higher?
so spacer can do everything but medieval can just neolithic, medieval and industrial?
blocking just the higher research and not the lower
#71
Mods / Mod Request - Blocking researches
September 01, 2017, 12:33:10 PM
hello,

im playing a full tribal colony and i have a big problem i dont like the research tree, why my colonist are neolithic and they can research spacial stuff? doesnt make logic

so its possible to make a mod to block research from industrial or better? letting just neolithic and medieval?
what i want is a mod where we can just research thing from our time, one layer worst and one layer better

tribal can research neolithic and medieval only.
medieval can jsut research neolithic, medieval and industrial
industrial can jsut research medieval, industrial and spacer
spacer can research industrial and spacer only.

and just making it possible to research from other times if we got a pawn from that time with research 10 or better.
so tribal can only neolithic and medieval, but if they got a pawn from industrial that specific pawn can research industrial but only that.

its possible to make this? i think it makes the game harder but more immersive and fun, so if i want to research something from other layers i would need a pawn from that time.

#72
Mods / Re: (wip) Tribal Culture!
August 31, 2017, 01:44:39 PM
hello,
i dont know if u will like but i love the tribal and medieval stuff
some of the existing mods already touch this like some fur vests and melee weapons

weaponry:
2 handed - battleaxes, great-swords and war-hammers
1 handed - shield and swords / axes
range  - fire-arrows, darts (soporific and deadly venom)
machinery - catapults

defenses:
walls where the colonist could shoot
traps like pits, bear-traps, walls shooting arrows
towers where the colonist can shoot scorpios (like the mortars but the colonist stay inside it)

farm:
mills where we use the wind to make bread or other stuff (no bigger then the wind turbine)
can cook fruit salads, porridge
can brew wine and rum

medicine:
medicinal plants with secondary effects instead of drugs

prison:
new layout, iron bars, torture tools, prison furniture

new faction or merchants only selling medieval stuff
benches just for medieval stuff, so no t-shirt with ties to craft or other stuff
carriages instead of transport pods
new medieval vests
tribal faction are friendly with each other, but neutral or enemy with industrial or higher
to balance range and melee weaponry from tribal can have more chance of hit

#73
i really like the diversity of people on my rimworld.. so im really waitting for ur Onionians...