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Messages - Jackalvin

#61
General Discussion / Tribal on sea ice?
March 19, 2018, 02:38:03 PM
Quick question, is it possible to survive on sea ice with the tribal start? I've been playing the rich explorer start, but I really like tribal. Are there enough resources?
#62
Ideas / Re: Your Cheapest Ideas
March 19, 2018, 11:57:19 AM
A tribal mortar.
Maybe a catapult, but I was thinking a large, large, slingshot, shooting chunks and rotten corpses.   
#63
Releases / Re: [B18] A RimWorld of Magic
March 15, 2018, 11:30:35 AM
I have some ultimate ideas as well as classes (also, do fighters have ults or will they?)
Ultimates
Necromancer: Necroexercitus
Summons a massive undead army off-map. Takes a day or two to come. They are none controllable but friendly. They slowly crumble and die
Priest: The Servant Of Heaven
A fiery sword of radiance strikes a large portion of the map, dealing light damage to all those who are not pure of heart, and double to necromancers and psychopaths.
Classes
Lucky - This person is a... Odd one at best. They can control some factors of luck.
Passive H-how?: The Lucky doesn't take damage as long as it's a single number between 1-100. This is upgraded to up to 10 times to increase the amounts of absorb able digits

Living on the edge: temporarily increases an body part to triple efficiency, at the cost of one part that's increased to a 3rd of it's efficiency. 

Bending Fate: aoe that decreases accuracy to 5%.

Ultimate:
The Last Gamble
Makes one kind of damage unable to hurt the pawn, at the cost of one instantly incaping them, a small chance of death. This can be upgraded to decrease the chance of death
#64
I think combat medics shouldn't primarily rescue. Some pacifists cannot heal others, so having an armored tank of that person would be better, as in combat they are the most "expendable". I don't play these mods, and i'm no tactician, but I think this is ideal.
#65
Glass-worlds are a interesting concept. Surviving on a rad-scorched wasteland on nothing but strong and potentially valuable. This may require Z-levels, but a mod has already done this by adding mines.

Transcendental worlds, the archeotech one, world be hard to live on, if impossible. Contending with mechanoids and physic drones, while build atop and next to mounds of computers. When I imagine archeotech and their worlds, I can't help but think of the W.A.U from S.O.M.A instead of clean, sterile, computer world.
#66
Could we have a tribal substitute? Maybe having limited amounts of levels? I want my tunnel workers to be at home!
#67
So, basically, on my way to the airport, I was reading the fiction primer. I wondered about a game or even Rimworld allowing you to see different worlds. Here are some things I thought of.

-Mars-like Dead worlds, similar to The Mars Mod, but more sci-fi
-I feel my favorite to see would be urbworlds. You can make a "gang" base in the lower levels (I imagine 40k Hive-Cities and distilling water and growing fungus. You can either avoid illegal activities and just carve out a living, or make flake and raid others.

I would be eager to hear your opinion.
#68
General Discussion / Re: Should Rimworld have bosses?
February 16, 2018, 02:38:39 PM
Oh God, imagine fighting a archeotech AI, with powers beyond our mental grasp! Now I'm not thinking oh turning RW into a RPG, but bosses would make the game much cooler! Think about:
A Centipede turned war machine by a Chief, think about those things that they put on elephants, now put that on a sentient bus with an inferno cannon!

A crazy cat lady who awakes angry hordes of cat from cryptosleep caskets! Make that bionic cats (that would need ADS though)

A thrumbo pulled chariot, that needs no explanation.
#69
Mods / Re: Xenomorph Drone first sprite(side)
February 16, 2018, 02:13:21 PM
If it didn't want to kill me, I'd find it rather adorable (In a special way?).
#70
Unfinished / Re: [B18+] Outer Galaxies
February 15, 2018, 01:06:09 PM
I can't wait!!!
#71
A nice day in the rec-room with smoothed floors that seem to magnetically attract filth. Enjoy your dirt covered chocolate and a relaxed billiards game atop a vomit-soaked table.

Oh wait, that was yesterday.
 
#72
Mods / Re: Playable Xenomorph Mod
February 14, 2018, 10:37:40 AM
-About Stealth: I've always wanted stealth in Rimworld, and I think that the whole knock out thing is pretty cool. Maybe drag them into the wall to kill/capture. This can be used to disable dangers before you face them head on. This won't work on certain enemies, such as (as you said) Predators or bionically enhanced brawlers.
-Eggs: Eggs should take the place of Dead-fall traps, and the whole upgrade thing's wonderful. Maybe to keep enemies from just blasting it, have an upgrade that would make the facehugger spring out sometimes when the egg's destroyed.
-Yautja: This is a great addon concept. To have a few creatures that can't be grabbed, stealthed, or face-hugged by normal means with powerful gear is a terrifying challenge. The predalien is a great prize however.
-CE: Since Aliens can't use guns or ammo, I don't know. I've got little knowledge on the matter.
-Drones: I like this healing idea more. The creature won't bleed out, but will just retain the damage done. You can choose to keep the damaged creature, or let it die. They're expendable.
-Spit: Alien -cringe- resurrection. Had a alien  that spat it's blood. And in Aliens -CRINGE- Colonial Marines, had a Xeno class called the spitter. However bad these were, a late game ranged attack's a nice feature.
-The Food: So Xenomorphs eat... I dunno. Maybe you convert meat/vegetation into Biomass Tyrannid style, with it being both a food item and construction material. So it will be easy to build with and strong, yet will catch fire with ease.
-Temperature resistance: if they can survive in the void of space, they can live in cold temperatures. Heat can be dealt with, yet not fire.
-Last thing: In one comic, a hive was being attack by a odd enemy, Mold. It destroys eggs and adults alike, and in order to combat that, they experimented on people and prey, and cultivated another fungus (I think). Does this mean they have some sort of agricultural capabilities. This shouldn't take the place of meat, but can help through lean times. I dunno, maybe locked behind research like "Fungus Cultivation"
(After cultivating the perfect strain, your Xenobiologists *Dumdush* made a nutritious fungoid suitable to your needs)
#73
Mods / Re: Playable Xenomorph Mod
February 13, 2018, 04:38:11 PM
I saw all of you points, and I was surprised I was actually agreed with. Sometimes I feel like the... I dunno a good analogy, but you get the idea.
-About the Bio-Benches: I like your idea more. If the Xeno is expendable, I'm not going to make cloths for it. I'd rather stick it in a vat for a bit. Also, what to they eat? I've seen a comic were they attacked a pig and ate it, but is it needed?
-About needs and mindset: Not much more to say on this one. Xenomorphs for the most part have no emotions, and no, neither tables.
-Breeds: I saw the whippet transformation. I have a whippet, so seeing one turn into a little death machine was too cute! They don't have to be that complex, this is no GeneticRim. I think at least the queen, warrior, and drone should be implemented. It depends on who works on it.
-About "Spit-balling ideas": I guess that's what I just did. Also, to everyone who's viewing and interested, please give ideas / feedback. This mod's a cool concept, and I'd love to see people breath life into it.
#74
Mods / Re: Playable Xenomorph Mod
February 13, 2018, 10:41:04 AM
Oh no... Xenomorphs gave me a fear of the dark (and vents) by the age of 7.
And I LOVE them!
I feel like they should have a couple things to keep them from being more animal than colonist:
-Have cool bio-y benches, like the carapace bench for "armor" and Mutation Stations for discovering new breeds/upgrades
-I know this is like a huge burden, and you don't even have a C# programmer yet, but the idea of impregnating different creatures for different results, like the Runner from Alien 3: it used a dog as a host and instead of a stronger bipedal form, it had 4 legs that propel it at high speeds, a great hit and run creature. Now imagine that with a muffalo, who is a beefy tank that can't do much but take damage and haul, or a boomrat suicider!
-You said Xenos should not really care about anything about the queen, I feel like there's more to that. They should be able to have social lives, however dull. They can have some kinship towards others, but we still have to consider the whole Perfect-Killing-Machine thingy. They should also get a mood boost when events occure like:
New Birth (Stackable) +8 A new servant joins our brood. We are pleased.
Enemy Captured(Stackable) +2 Yessss... Fresh feed or another birth? We're interested.
Queen Dead -100000 NO!!! THIS CANNOT HAPPEN!!! WE ARE RUINED!!!! RUINED!!!!
I'm sorry I can't do anything but complicate your idea even more, but come on! Xenomorphs! MotherF*cking XENOMORPHS!
#75
Scenarios / The Holy Land (Modded B18)
February 12, 2018, 11:39:45 AM
As members of the Church Of The Offworld God, your team is tasked to make a citadel of legendary proportions on a feral world.
Mods:
A Rimworld Of Magic  (for priests and paladins)
Medieval Times (For tech)
Cosmic Horrors (To fight against the darkness)
Prepare Carefully(See below)
Hospitality (For the pilgrims
What to do:
Start as a tribe of 4-6
Start with basic medieval tech
Research rate 50% (You grasp on to old ideas and ideals, and it takes longer to change)
Have at least 1 priest and 1 paladin
No psychopaths
Non-equatorial forest recommended
Give starting members tunic and suspended trousers.
Start with random pet and 40 smoked meat, 200 wood, and 100 steel, 300 silver as well. 2 clubs and 2 shortbows

Rules/Gameplay
Your priest is the leader. DON'T let them die.
You must accept all chased refugees. Feel free to reject wanderers and prisoners.
The 5th day of every season is holy. Any who attack that day receive no mercy. Dishonorable Cowards!
For Immersion, do not research electricity until everything else is complete. Same for microelectronics.
By the 3rd year, choose a special "service" to your god:
Feed The Hungry
And He said let them be fed, and so the disciples delivered...
You must produce large amounts of cheese,stew, and meat and sell them to merchants/visitors.
Have large farms and kitchens. A large meal hall would be cool.
Protect The Weak
Save those who cannot save themselves...
You must make a fort-like citadel, and accept all you can. Expect lots of raids. Redeem The Redeemable
And he laid his hand on his shoulder and forgave...
You need to recruit every prisoner you get your hands on, except those who attack on the Holy Day.
I'm sure you can make one on your own. Good luck, I hope you enjoy.