Ludeon Forums

Ludeon Forums

  • December 18, 2018, 07:56:24 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Jackalvin

Pages: 1 [2] 3 4 ... 7
Unfinished / Re: Rimmortality
« on: May 10, 2018, 06:03:26 PM »
So... What does spiritual immortality mean? Like, transcending mortality? Becoming a God perhaps?

They can't go near running water, right?

I suggested something similar in the past.
I always felt that the training tree was limited. I suggested that some animals can gain traits and 'skills'. Here's what I mean:
-Dromedaries can consume less food.
-Llamas spit at enemies, slowing them down and blinding them slightly.
-Monkeys can remove objects from the enemies possession on attacks
-Wolves get buffed up near other wolves

Crossbreeding sounds cool as well. I can make a army of super rats with this. Damn Mechs won't know what hit them.   

P.S: Someone just suggested cloning. I want talking dogs from the Primer. Plz

Outdated / Re: [B18] Lizardman
« on: May 08, 2018, 02:30:32 PM »
Thank God. One new race that isn't furry, no offense to all those mods.

Suggestions / Re: Quest and events MEGATHREAD
« on: May 08, 2018, 10:51:13 AM »
Space Junk
Type: Quest
What is it: A mid-game dungeon event thingy
It starts when all of a sudden you get a 'eclipse'. Standard right? However, when inspecting the popup, moon is replaced by space junk, how odd mmmmm...
It will last a few days, before you get another popup, but the non cancel-able, like the chased one. It reads:
"A representative of -friendly nearby town here- appears. They say the space junk's not going away anytime soon. You all can wait it out, or storm a ancient orbital defense facility. Rumors say it was infested by some dark force..."
2 options will appear, as well as a third if you have orbital artifacts.
-Wait it out, and for a year have an eclipse.
-Storm the place, face insects, and use components to repair systems
-(secret) use orbital strike to instantly clear it.

Unfinished / Re: [B18] (WIP) Diplomacy!
« on: May 07, 2018, 11:33:42 AM »
Cool, I've always seen rim politics as... lame.
What does this do exactly? Like uhh.... gimme a scene, an example if you will


-Sad Titanic music butchered on a flute-
I'm sorry about your computer, focus on not failing college or whatever wtf even is a degree oh no i'm never getting into college

-ahem-, anyway...
It appears that you do faction work, correct (I know, I need to sound polite tho)? Ever think about making gear for G.O.Is from the S.C.P Wiki? Like the G.O.C or the C.I?

Just asking...

Interior Crocodile Alligator-
In random rooms, a horde of both crocodiles and gators will spawn. They are hostile, ranging in group size from 50 to 500
God help you

Releases / Re: [B18] Combat Extended - B18 Update (21.02.2018)
« on: May 02, 2018, 11:43:14 AM »
Wow, that was fast, thanks!
P.S: Any chance Project Fallout will be patched. Stimpacks and the like would be a cool addition.

Releases / Re: [B18] Combat Extended - B18 Update (21.02.2018)
« on: May 02, 2018, 11:14:32 AM »
This mod is great, but as a mod addict, I require more sustenance.
What kinds of mod don't need to be compatible to be added. (Drugs?, Food?, Fabrics?)

I've always wanted xenohumans in Rimworld. My modlist has LTF,  Cutebolds, Early Man Races, and stuff like that, in order to have a unique story, and awesome ragtag colonies.
I see the potential in many of these races you suggested, even Perfect Mates
I keep thinking of a xenomorph in a tank, but sadly that's not what Tynan was thinking. Shame. Anyway, having their blood clot fast and making them real beefy, as well as a higher break threshold, would make them valued members of my colony. Close combat units who don't get one punched by a kobold would be nice.
Grav Elves:
I like the idea of tall, brittle geniuses who can get their ass handed to them by anyone. They would be arrogant (thinking themselves as the elves of legends), but skilled at finer things, like crafting and medicine.
Grav Dwarfs:
Strong armed and livered smallfolk would be cool, and I think it would make mountain bases a even better concept.
These are tough to like, in Rimworld they would die fast. However, The Primer said something like "They may seem obedient and naive, but in a harsh environment they lose it quickly. Maybe they can toughen up and do some grunt work, while also providing slight mood boost to everyone in range: maybe even the raiders will hesitate to strike them? (Nah, who am I kidding, all thoughts of mercy went out the window once one of them came back without a left lung.)
Very vague. I wonder what kind. The orky kind or the pirate kind?
I can't help but see an opportunity to use hypersensitive pawns to our advantage, like these Greys being able to talk through them and buff them up.

Suggestions / Re: Boats
« on: April 30, 2018, 10:06:58 AM »
I'd like boats for different purposes. Even if they were low tier
-Kayaks for quick personal travel. If you want to go on a diplomatic journey or bring that one colonist to the new base, you'd use this.
-Some sort of barge, in order to haul large amounts of cargo at a snail's pace.
-A longship to viking the goods out of your neighbors.

The research tab's really hyping me up, but what kind of monsters will we be facing? Are they from a mythology, or Dnd or something? Are they an amalgamation of the two?

Suggestions / Re: Automatic Food Rationing Option
« on: April 27, 2018, 10:08:59 AM »
Just put some sawdust in there. It'll be fiiiiiiinnnneeee...

Yeah, I wasn't too specific was I?
I mean it's more like Fallout, but with the combat being realistic enough so if you take an arrow to the head you wont be getting up.

So yeah, more like Fallout

Pages: 1 [2] 3 4 ... 7