So evolution gone insane!
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#316
Unfinished / Re: [A16][PLANNED] PokéRim – A Pokémon mod for RimWorld
September 15, 2017, 07:45:28 AM #317
General Discussion / Re: Your Favourite Self Appointed Rules/Challenges
September 15, 2017, 01:01:34 AMQuote from: Yoshida Keiji on September 13, 2017, 09:32:08 PMI never ever built a killbox. Turrets are enough. If we have sandbags.
I'm glad to find out there are others who don't use Killbox.
(In the meantime, I need to go find a better lawyer... preferably male
)
#318
Unfinished / Re: [A16][PLANNED] PokéRim – A Pokémon mod for RimWorld
September 15, 2017, 12:58:48 AMQuote from: SpaceDorf on September 14, 2017, 06:34:03 PMAdapting vanilla animals to turn based fight... Uhm. And whaaat you have done?! Too many genework...
Giant Spider Thrumkachu .. i choose you !!
#319
Outdated / Re: [A17] TiberiumRim: Factions - Which side are you on?
September 12, 2017, 02:45:59 PM
Well I noticed that Obelisk is much stronger than it's counterpart, Sonic Turret. Would it fire a single beam, but with more accuracy? This would be more similar to how it works originally, at least in TD/TS.
#320
General Discussion / Re: My tribal finally make it this far
September 12, 2017, 06:23:19 AM
This. Is. Sick! You spent 300 hours or sth like?!
#321
General Discussion / Re: Double Down=Doomed?
September 12, 2017, 01:32:51 AMQuote from: Bozobub on September 11, 2017, 12:36:34 PMCould short bow arrow do that much?! It deals, let me think, 11 dmg? So low for such a big target!
You added more damage and passed the pain threshold,; thus, when the actor in question falls, their condition is even worse than when they fell previously and they die, that simple. Did you happen to note where the killing shot landed, as well?
As far as I can tell, there is no hard set number of times any actor can be downed, as long as none of their numbers cross the limit for "death"; I've had pawns and animals both get up *multiple* times, for example.
#322
General Discussion / Re: Let's get those paint brushes moving folks!
September 11, 2017, 04:31:35 AMQuote from: Snowcaller on August 26, 2017, 10:37:19 PMAll artists died from squirrel bites? Or just fled off this planet?
Wah!!!
There's no more!!!
Thanks for the chuckles, guys.
#323
General Discussion / Re: Double Down=Doomed?
September 11, 2017, 01:07:48 AMQuote from: Nameless on September 10, 2017, 11:20:41 PMSo it's crazy game logic
I did a few tests.
I attacked thumbos and they went down. After a while they stood back up again and i go up and pistol them once and they died.
Seems like they really do die immediately after they stand up again, now i wonder if i can just simply punch them and they will die.
EDIT: Punched a woke up grizzly bear once and it died. All it's body parts are far from deadly injured.
#324
Unfinished / Re: [A16][PLANNED] PokéRim – A Pokémon mod for RimWorld
September 09, 2017, 12:20:56 PM
Yea, found it in mod directory, haven't found which one uses it.
#325
Unfinished / Re: [A16][PLANNED] PokéRim – A Pokémon mod for RimWorld
September 08, 2017, 02:07:58 PM
I said code/learn or join us! I found sth about ranged animals in GeneticRim mod files. Not tested it fully, but seems there are ranged attacks there. Disassemble it and check, maybe you reach a milestone?
#326
Unfinished / Re: [A16][PLANNED] PokéRim – A Pokémon mod for RimWorld
September 08, 2017, 01:34:46 AMQuote from: jpnm92 on September 07, 2017, 09:05:35 PMBionics for increased power against raiders? Pretty good, bit is it League allowed?
Due to how rimworld is i don't think that a pokemon mod makes much sense.
There is something like this for minecraft and i feel like it makes much more sense there and that mod already has a lot of features (battles,breeding,flying on top of your charizard, etc).
This is my main reason why i don't think it's worth making it for rimworld.
Edit: Also the main reason why i don't play minecraft is because the game is too easy, no skill or strategy whatsoever but i feel like the main reason i wouldn't want to play pokemon in rimworld is because rimworld is too difficult and i'm absolutely sure my pokemon would all end up with bionic parts..
Actually nevermind maybe it's worth making this mod for rimworld xD
It is worth making for me, only dev mode pawn list will be fat (wanna make it separate? )
#327
Ideas / Re: [Modding] Allow custom FleshType wounds
September 07, 2017, 03:58:06 AM
Common error, a bit annoying, only TiberiumRim has it from my mods though.
#328
General Discussion / Re: Why do my passive coolers never work
September 07, 2017, 03:40:50 AMQuote from: Bozobub on September 06, 2017, 12:59:57 PMOn my A16 colony, I had one event every 1-5 days, never chained... While having 20 people...
Randy *may* chain a series of events at any time but often does not. Cass, on the other hand, WILL do so eventually, and it will only get worse over time.
#329
General Discussion / Re: Double Down=Doomed?
September 07, 2017, 03:39:07 AMQuote from: Lowkey1987 on September 06, 2017, 11:28:20 AMI remember that nothing was damaged beyond the yellow state e.g. above 60% or sth around. I have nice memory, and well, the shot which ended it was an arrow from poor short bow!
There are many ways a animal could die. Because of this i asked of a screenshot of the health tab. :-)
And agro Trumbo might get downed. But while "sleeping", normaly it could overcome the pain and rise again.
In the end the health tab could show what caused the death. Some organs are mostly destroyed or the torso/head.
#330
General Discussion / Re: Double Down=Doomed?
September 06, 2017, 10:21:50 AMQuote from: Ra_silk on September 06, 2017, 09:46:18 AMYou forgot about their health amount? Their torso is 520! And none vitals were threatened I've seen before firing.
I think it is because when they are downed most of the high chance to hit body parts are on low health and it might only take one more hit to destroy them.
for example if a torso is 7 out of 40 and its hit after getting up, which is very common they will die.
