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Messages - Jackalvin

Pages: 1 ... 5 6 [7]
Stories / Re: Your most hated colonist
« on: January 24, 2018, 05:18:49 PM »
After almost two months of no replies, I'm fairly certain that confirms the hypotheses that all the colonists people don't like are either made to be slaves of their only passion, or knocked-out and sold to the next interested caravan.
Well... You know... Uh... We do what we must...

Stories / Re: Humanity? What's That!?
« on: January 24, 2018, 07:40:17 AM »
Update: Everything was going great, we were harvesting more kidneys than the cartel and then sold them. Then we had the raid... 6 Warband members (medieval times mod), armed to the teeth, attacked right away. My ranged fighters shot away, meanwhile I sent my melee man to intercept a fighter. Little did I know that my melee hadn't got his knife equipped. He died, and a accepted it and kept on fighting...

HAHAHAHA! No... no... I used devmod to bring him back. Before you angerly spam on the keyboard, I lost the knife, sooooo...

Suggestions / Some cool biome ideas!
« on: January 23, 2018, 12:15:05 PM »
So I was looking at the old weird & wacky biome post, and noticed it just stopped! Well, blimey! I'm not done! So I'm looking for cool biome ideas; gimme the name, general description, pros and cons, and other unique stuff (events & stuff). Here, I'll start out:
Magnet Fields
A barren place with constant flash-storms, There's crystals that attract lightning and can be harvested. It's constantly windy and has a unique aurora (no joy buff).
Pros: Good power option, Unique crystal, little raids
Cons: Barren, dangerous, Constant lightning and solar flares.
Also: Some animals should be added to, such as a brontosaurus-esk beast who acts like a lightning rod, feeding on the power, and a dark souls lizard looking thing that holds crystals and meat. The crystal is strong but comes at a cost: It allows you to be stunned by E.M.Ps and wearing it during a lightning storm isn't ideal. Maybe a lightning rod building to deflect or even absorb lightning for power.

Stories / Re: Humanity? What's That!?
« on: January 23, 2018, 11:27:11 AM »
So I was just thinking about a brief description of my base. So we have 5 colonists in a mountain valley (That's how we had the insect fiasco). We have houses for everyone, a stone cutters shack, a freezer, a "processing room", a tailor shop, a smithy, and of course the Storehouse, where all the finest cattle are kept... Defenses are nonexistent and our only pet; a cat, was mauled by a Timber Wolf. We butchered our gato, and attached peg legs to the knocked out wolf. Little did I know he did not appreciate it and chased our warden across the commons. I'll play later tonight.

Stories / Humanity? What's That!?
« on: January 23, 2018, 10:14:01 AM »
So I made a colony using Prepare Carefully, where everyone was a Cannibalistic Psychopath. One of the first things we did was build a storage house, which was a "prison", with enough room for a bed only. We gained a lot of food (humanely or otherwise.). We harvested our "crops" till we had no more herbal medici- I mean fertilizer. We were praised by merchants for our quality meals and headwear (Dudum dush!) Most praises went like this:
"Wow, this hat feels like a part of my skin!"
"What an explosive flavor! Is that pork?"
Well yeah, you can say that

We faced cold insects (I killed one and lost the other, only to find it consuming a poor "cow" we haven't got to "process" yet.), Angry snow hares (They're coming out the caves, man!), and lots of raids (walking buffet w/ drug addictions!). If a enemy wasn't a "softie", we recruited them. Wow, for pirates these guys were squeamish! Sorry if you wanted pictures, I don't know how to get them off my Steam. I'll provide updates later!

Releases / Re: [B18] A RimWorld of Magic
« on: January 08, 2018, 10:32:20 AM »
Some class ideas?
Warlord (Stamina)-
 The Warlord is a team player. They're a damage dealer & a support.
Passive: Intimidating presence
 Makes allies have better threshold. Makes enemies threshold worse.
 Commanding Strike: When activated, the next hit on a raider will increase the damage done by half
 Stunning Hit: Stuns
 Battle cry: Increases movement and manipulation in a radius to allies.
Master Spell
 Avatar of War: Gain dodge chance and ability cool down rate

Suggestions / Re: The Nemesis System
« on: December 12, 2017, 07:38:47 AM »
Expect your tribal nemesis to show up to the duel, having traditions of dueling. But be warned, as the pirates are another story. It can maybe be a trick!

Suggestions / Faction Flaire?
« on: December 07, 2017, 02:38:14 PM »
So I've been wondering for awhile now, getting raided by the same old Pirates and Tribals. Mods helped remedy this for some time. And I've been wondering if perhaps if there were minor differences in factions. Here are a few examples.

Addicts- Either tribals consuming ritual medicine, or bandits enjoying their loot, these individuals, if they choose to prepare, instead of moving around in a dumb clump, they may all take a certain drug (Eg. Beer, Flake, Maybe Luciferium!). Maybe they'll bring some stools and build a fire and sate their addictions together (all/many are addicts).

Mercyful- Either a code demands it, or maybe they're just good people, the raiders, if they beat the colonists, will bring them to the nearest bed (medical preferably) and treat them using no medicine or maybe herbal (I dunno). They'll take what they want, but won't burn or kill, if they can. Most close ranged bring clubs and bludgeons.

Integrating- If your colonists are kidnaped, they will probably will return as a hostile (I don't think they do this already). The enemy will use them to navigate all traps the colonist knows about. Once they are shoved off the map they will not memorize any new traps. Iron-willed will not be integrated, or maybe they'll betray their new comrades. Colonists will retain relations, maybe with the integrated having a -20 social point for "letting me be taken".

So there you have it. This is my first post so let me know if I'm doing something wrong. Let me know what you think!

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