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Messages - Call me Arty

#511
Releases / Re: [B18] Lighter than fast 0.26
January 04, 2018, 10:33:47 PM
Quote from: Harry_Dicks on January 04, 2018, 08:55:10 PM
It's okay bud, as long as you're satisfied with it, that's what counts! In that screenshot, what races are the red and blue people? Having trouble remembering..

Blue Zoltan, and the red guy (if I had to guess) is an Engie wearing a helmet made out of the same stuff the tables are made out of. Then the screenshot would have one of every race.
#512
   I'm totally onboard with more quality of life improvements. I've been getting annoyed with fighters having to run all the way back to the store room to grab some of the good stuff for battle, and the amount of colonist's I've scummed back from the void because a doctor wasn't already on top of some medicine.
   I think the bedroll idea needs some work, though. I can already see the threads after it gets hypothetically implemented about colonists getting frostbite because they set-up their bedroll outside of the warm and secure bunker. If you have to select the bedroll to be equipped, and then press some button to have them pick a place to put it, the process hardly seems streamlined.
#513
Releases / Re: [B18] Lighter than fast 0.26
January 03, 2018, 10:11:37 PM
 
Quote- The Mantis should have a manipulation penalty in general over the construction penalty (if you only had claws, construction isn't the only thing that would be difficult)
A lower manipulation would affect their combat skill.
From what I found, manipulation does affect combat, but only shooting accuracy. I figure that Mantis probably wouldn't like shooting very much anyways. Although, it does affect plant work speed (sowing/harvesting) and butchering speed/efficiency. I'm not sure if these can be increased by themselves, but it would make sense for these to be increased over the rest since they're just cutting - a Mantis' favorite hobby.

Quote- The Rocks (atleast in their homeworlds) were the very xenophobic and overly-proud people;
I had no idea of that. The ftl wikipedia says they are religious. I put some of that in the stories.
Oh, they are actually quite Xenophobic.
They keep their population under the belief of their own greatness,
http://ftl.wikia.com/wiki/Rock_Deserters
the only thing that makes them agree to work with you is the potential loss of their princess,
http://ftl.wikia.com/wiki/Rock_Bride_Transport
and even that's reluctant.

Quote- The slugs just kept to themselves because everyone wanted them dead for being dirty cheats.
Wikipedia says they are xenophobic and they seemed pretty encline to be morons with other races in the games i played.
This may be personal taste, but I think that Wiki must be wrong. The Federation dislikes the Slugs greatly, and banished most of the race. Overall (after research) they don't act much differently from any other race (save for the rocks). They keep in nebula where their telepathy is an advantage against non-slugs. If I may suggest a replacement to "Xenophobe", how about Greedy?
http://ftl.wikia.com/wiki/Slug_transport_with_military_escort

Quote- Finally, it doesn't make much sense that rocks are the only ones that can't wear clothing. Pants would be fine, but Slugs and Mantises are shaped very different to humans,
I made rockmen big and i thought it would mess up the apparel. I need to make real tests. Maybe i should create different apparel recipes for them. I was wondering what a rockman would wear.
Oops, I phrased that wrong. I think I was in a rush when I was writing it out. I was talking about their legs, which are at least human-shaped in comparison to a "tail" or four extra legs. Though it sounds like more work for you, race-specific apparel sounds pretty cool. I can absolutely see religious hats or robes for the rocks or something like the war-veil for the Mantis to make them feel less pain.

P.P.S. Have you tried the Captain's Edition mod for FTL? It's not canon, though the author has put a lot of work into it and I'd say it's been improved in every way. You really get to know the various races and their cultures a lot better, and it's just really fun. I'd recommend you try it out if you have any free time.
#514
Releases / Re: [B18] Lighter than fast 0.26
January 03, 2018, 04:10:45 PM
Quote from: ethouiche on January 02, 2018, 03:47:39 PM
I tried to normalize mantis and slugs.
Tell me what you think please.
Engis are next.

some youtube

I think that the Mantis have improved a lot, though I think that the Slugs are too much slug and not enough Rimworld, y'know? The best way I can think to describe it is to look at this rock (https://flexiblelearning.auckland.ac.nz/rocks_minerals/rocks/images/sandstone5.jpg) compared to the rocks in your picture, then to look at one of your slugs compared to other sprites, and see how it fits in. You make very nice models, they just look too good for Rimworld (very sorry if my comments offend!). I think that they need the same treatment as the Mantis to make them more fitting.

   P.S. I think some of the Race's stats need small changes. I like that you didn't go so harsh as to decrease the Engi's combat by half and increase the Mantis's speed/damage by 1.5/2, but the Engi still seem pretty alright in combat, like if a human was having some small pain, while their construction (crafting too?) is slightly better, not like a race know for their repairing skills. The Mantis should have a manipulation penalty in general over the construction penalty (if you only had claws, construction isn't the only thing that would be difficult), The Rocks (atleast in their homeworlds) were the very xenophobic and overly-proud people; The slugs just kept to themselves because everyone wanted them dead for being dirty cheats. Finally, it doesn't make much sense that rocks are the only ones that can't wear clothing. Pants would be fine, but Slugs and Mantises are shaped very different to humans,
#515
Releases / Re: [B18] Lighter than fast 0.26
January 02, 2018, 03:24:43 PM
Quote from: ethouiche on January 01, 2018, 09:36:02 AM
what about this ?
https://imgur.com/a/1MJGj




Red eyes makes them look as if they had a pupil which immediatly makes me over-interpret their face.
If there are too many shadows/microsigns in the eyes, they look agressive and i believe they need a dead eye for us to interpret/imagine whatever we feel.

Those look very nice, they remind me of the Crested Mantis from Captain's Edition. I would just like to add again though, making very good-looking sprites don't matter if they don't look good in the game with everything else, maybe some thicker black lines to smooth out the crest and mandibles to make it match better? Keep in mind how the Megaspiders look, they'd probably be similar to your sprites if they had more detail over the softer edges in Rimworld.
#516
Quote from: Modraneth on December 30, 2017, 06:35:13 AM
Quote from: Call me Arty on December 29, 2017, 05:07:22 AM
Quote from: Modraneth on December 26, 2017, 05:08:43 AM
when we will see a B18 version for no steam users?

I log onto Ludeon Forums. I click "show new replies to your posts." It's the Crystalloid mod. Finally, an update! Only to find that it's another person asking for an update. That's an unfair rollercoaster of emotions.

shame on me  :-X

Sorry, I was kinda harsh. I was just really excited thinking that there was an update.
#517
Releases / Re: [B18] Lighter than fast 0.26
January 01, 2018, 04:40:45 AM
Quote from: ethouiche on December 31, 2017, 10:25:17 AM
=>
=>
=>
=> (now i realize this sprite was very very ugly)

I tried to leech as much as possible from Apini  ;D, Is this okish  :o?

https://imgur.com/a/ymEda

Yes, actually! I don't mean to offend, but the updated textures are far better than the old ones, and could fit in with some other mods. I would recommend making them a darker green with black/red eyes so that they very obviously are not Zoltan.
#518
 Quick couple problems with the Vampire mod that takes away from my previous comment a little.
I'm on a tundra, so having a vampire prowling for prey in winter's a little. . . dangerous, what with all the predators and no livestock or game lacking fangs. So, my vampire (also the doctor) extract a blood vile from the only human in the colony so far (just started, only other pawn is an Android). So, they go to perform the "surgery", if you could call filling a vial with blood surgery. They failed and there was some message about the "special challenge of extracting blood". "Okay, so there's going to be a gash in their arm or something. No big deal, I've got plenty of medicine." Nope. Bowman was literally never injured before that, and my Doc had six medicine -not a lot, but fine for something minor. Her death looks like someone mixed-up a pacemaker and a hand-grenade! If there could be some change to this so I don't lose colonists because a Vampire got hungry and the lights were out, I'd really appreciate it. (hope that didn't come off as sarcastic or condescending!)
Additionally, as a small detail, dressers will work on normal beds, but not coffins. Easy fix, I just have my vampire sleeping extra comfy in a bed, but that kinda diminishes the use of the coffin from pseudo-cryptosleep.
#519
Releases / Re: [B18] Lighter than fast 0.26
December 30, 2017, 11:18:04 PM
 You beat me to the punch, I was getting really tempted to try and figure out how to code so I could make this same mod myself. I agree with some of the other posters, in that the graphics need some work. I think taking some hints from other creators would help out a lot. For example, a poster a while back was working on "Urgals" (basically orcs with horns).
He turned this: into this .
Now, to somewhat match the humans in the game, he didn't give his Urgals pointy ears, ugly noses, or fangs, because pawns don't have ears, noses, or mouths. Instead, he added yellow eyes and horns, which would fit in, as all animals have eyes and creatures like elephants or caribou have tusks/antlers. Some of your designs contrast with this pretty hard, like Mantis who have arms despite the fact that nothing else does, or the Zoltans that look very human (if humans were made out of energy), so they could be as simple as just recoloring the default human pawns. Mantis could also be very similiar to the Apini mod http://steamcommunity.com/sharedfiles/filedetails/?id=881864390&searchtext=apini, which is very simple and fits in well with the base game. A slanted body, a head that's fairly sized, simple.

Sorry if this is a rambling post, and I would also like to make it clear that in addition to me being bad at coding, I don't do art either. These are just suggestions.
#520
 Sure, most of this thread already is just praise, but I really have to thank-you so much for making these. I love the game to death, but you just give me so much more to explore and interact with each run, whether it's a tribe of werewolves, giant cults, or some monstrous vampire dictator.
#521
Quote from: Modraneth on December 26, 2017, 05:08:43 AM
when we will see a B18 version for no steam users?

I log onto Ludeon Forums. I click "show new replies to your posts." It's the Crystalloid mod. Finally, an update! Only to find that it's another person asking for an update. That's an unfair rollercoaster of emotions.
#522
Ideas / Re: The Nemesis System
December 22, 2017, 10:45:47 PM
Quote from: Eddlm on December 21, 2017, 09:11:33 PM
I like the Cheap system and would love to see it implemented in a mod. I don't think it really fits the direction Rimworld's development is going though, so I doubt anything similar would be officially implemented.
. . .
Also, only violent pawns should use the Nemesis system. Brawlers, Gun nuts, etc.

I disagree, I believe that it fits well into the game. . . though it probably will take a while to make it into the game, if at all. Take it straight off the Steam store page: "Rimworld is a story generator." Pawns can make friends, rivals, lovers, and those lovers may end up as either a spouse or yet another heartbreak. A nemesis wouldn't be a big leap.
#523
Quote from: doomdrvk on December 21, 2017, 08:45:36 AM
So what exactly are you suggesting, are you suggesting that every single part of a pawn be added to this medical tab and allow each and every part to be designated for certain types of medicine. Or are you suggesting that you should be able to set if you want a bruise, minor cut or major cut to be designated medicine?

A bit of both, really. Depending on what you pick in the game as-is, a bruised toe and a lacerated heart will both get the same kind of medicine. Of course, I can see an expandable menu, so people who want to quickly set up a basic plan aren't overwhelmed, like the ability to tick-off "Raw Materials" in stockpiles as opposed to individual ores being shown by default.
#524
   Currently, our medical options are restricted to " ______ Medicine or worse." This is fine, but you can find a fair amount of problems if you play long enough. The current way of doing things is way too simplified. After a fair amount of trade, standard medicine may be viable, which is good. There's very little that really needs glitterworld meds. Then, a squirrel scratched someone's pinky toe. That's pretty minor. Same meds as getting a lung blown out unless you catch it quick enough and change their plan. Now if they get a cut on every inch of their body from a group of tribals with shivs and arrows and they're lying on the med-bed already half bled out, you have to remember their plan, change it to standard, and patch them up faster than they can bleed out. Good. They break and sad wander around until their new infections in the head and right thumb get bad. To stop them, you need to break into that good off-world stuff. The head? You need that. The thumb? You can live without. Too bad, both get the same treatment and waste of meds. They live to get another minor scratch which gets the A++ treatment because you didn't change their plan.

See the issue here?

I suggest a menu with the customizability of stockpiles and outfits, where we can assign special plans for care. Having to micromanage pawns for every little bruise or dismemberment gets annoying. It's a waste of digital resources and real time bothering with it. Just some check marks and drop-down menus so I don't have to waste some healroots on something that's going to heal by itself or worry about getting a carcinoma out with anything but the best.
#525
   Walls are nice and safe, and so are turrets. The issue is: You don't have these all across the map (most likely). This brings the issue where you need things outside of the fort, and therefore, out of safety. This is where we need some kind of "escort" system. Simply put, have a little checkbox next to someone's name the "restrict" tab next to the allowed areas. They leave that area marked, say, "Relative Aliveness"? A warrior follows them. Like the "Assign" tab, you could have the option of picking one of these escorts, if it matters whether you'll need a club or an assault rifle. Why would you need this?
   For example: It's the most severe winter your colony's face for quadrums. All the plant life is frozen over, and the predators have torn apart anything with a pulse. This isn't an issue, you have food, you have heating, and you have turrets. You're fine. The issue?


  • You assign everything to be hunted. Half those things were going to chew on something else. Your warriors are weakened by a winter in thick snow getting scratched and bitten by bears, wolves, and snow leopards, and are in no shape to keep fighting, as they're either dead or wearing two peg legs and holding their gun in their last arm, the bionic one. . . your last bionic arm.
  • A drop pod just came screaming out of the sky. The person inside it has passions for everything your colony is lacking and maybe half of their lower body not bleeding profusely. "Well, just rescue them!" Okay. You send a pawn out to rescue them. It's your best gunner. The snow and power armor slow them down too much, and by the time they're almost home, the rescuee bleeds out. Okay, send your fastest runner! They don't have any weapons, as they are a pacifist. A snow leopard tears them limb from limb. How is this preventable? An escort. Gunner to slow to match pace? Doesn't matter, they're fast enough to keep your pawn, your rescue, and any hungry animal in their range. Or, y'know, just draft them and click constantly to make sure that they're close enough all the way out, and back. Aren't you glad you now had to spend an extra couple minute clicking and watching that area instead of managing your actual base?
  • You're out of components and the solar panel that made just enough juice to keep the heat on in the night just broke down. Don't worry though! There's a nice lump of components halfway across the map, enough to probably fund a couple extra projects too, at that. Depending on your skills, this probably means multiple trips back and forth mining, hauling, and resting. Are you going to assign someone to just sit around with a gun that whole time? Where are they? Freezing their ass off at the deposit? Halfway back? Final stretch? No, give a miner a bodyguard, just one, to cover their ass for the whole stretch without any worry of them starving to death from keeping a careful watch. Same with a geothermal generator, that takes a day or two of work just to make the frame for, let alone build.
I hope you all see my point, this is a very simple addition that helps with a lot of unnecessary grief. It uses zones (already there) a job (already there), and some people following others (See: Obedient animals). If there's something obvious I'm missing, or if there's some mistake or eyesore in my post, please let me hear it.

This has been discussed in the past, though not in much detail, or differently to the point that I feel like this won't be derivative.