Menu

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.

Show posts Menu

Messages - Giraffe

#31
Got a new one-- E.L.V.E.s (acronym in progress)

Robotic cannibals, and slavers: this bionic(?) race is much like the borg mixed with predators. They harvest brains and flesh from colonies throughout the rimworlds and convert colonists into slaves and abominable bionic soldiers in accordance to their robot doctrine

-flesh is weak, and the living destroy planets.. basically. They hate that you cut trees and harvest plants etc. and see the planets vegetation and mountains as more important than humanoid living creatures-

They eat only meat-- especially human, use only mechanoid built or bone weapons and have lobotomized human slaves to build turrets and haul-- also for food if they must. They will also capture any downed colonist as a first priority. No one knows where they came from, but everyone knows the E.L.V.E.s are scumbags.

These red eyed creepies from JoeysLucky22's post on the more mechanoids mod come to mind:
#32
Mods / Re: [REQUEST]Colonists interested in art
March 14, 2015, 12:34:21 AM
Or, to balance it colonists could get the full bonus when viewing it the first time(8, which is less than Inebriated (Warm) I believe), then after that the art is sort of seen-it-before-meh for them which lowers the mood bonus (to 5).
#33
Oh wow I had no idea about that. Maybe there's some sort of workaround? I know that Norbals are statistically different than baseline humans, maybe the visual difference can be done via some sort of decal trickery (a la apparello's tribal face tattoos) but that still means that if they change gear-- like helmets they will just look like weird people-headed dudes. That is a total bummer though.

Would you mind telling me what those "two mods with orcs" are? I don't believe I've even seen those for A9.
#34
Since the Norbals mod, I've been waiting for more mods which address the lack of a rainbow coalition in my colony, various strengths and weaknesses even further randomized by genetic makeup. The norbals have a natural damage resistance, but are weak to heat. The antithesis of this could be lizardmen-- cold blooded and incapable of withstanding the cold for too long, walking, talking, reptilian-humanoid bandits and tribesmen fighting alongside humans for the chance to finally get off-world(with some hearty persuasion, that is).

Orcs, slow and range-less, masters of seiging fortified bases via axe, mortar, or fortified catapult (see the GlitterTech mod's tanks in the Orion Corp for example-- just add the ability to shoot over walls)

And lastly.. the goblins- sneaky sneaks, thieves and assassins. These guys can masquerade as civilians of neutral/friendly factions, and once they're in your base-- BOOM

Literally! goblin sappers are suicidal killers and after the trap is sprung, they run their bite sized soon to be flaming corpses into your colonists and turrets, exploding themselves because they are your friends and friends do that.

Hope you like my ideas, mostly stolen from warcraft but it was fun writing about it anyway. This kind of thing is suggested all the time I feel, so instead of serious balance discussions, why not just throw in a few ideas of your own? Do it.
#35
Mods / [REQUEST]Colonists interested in art
March 12, 2015, 02:46:14 AM
I noticed that when colonists are stressed, they tend to drink beer which increases mood, I'd like to see a mod that makes observing art a task sort of like that, when placed down colonists could go and "observe" (stand next to) the art, and being near it allows for a few moments of mood increase without having to manually move them towards statues.
#36
What would be awesome is if you could make an alternate graphic or something for the tech shields, like a glowing silhouette instead of a bubble. I dunno how hard that would be to match the body types of pawns so that might even be in impossible thing though.
#37
You know, I've been playing on a beach biome because it gives you lots of room to build, and driftwood would be a somewhat awesome get from a failed fishing check.
#38
Been asking for a skill requirement for ages!! Damn dude, you're good.
#39
I see all the suggestions of features and I want to sneak one in real quick. As far as the type of work required, I think crafting should be the skill used, and colonists crafting skill should determine how much an item is healed for, like:

((Crafting level) x 5)% + (Items condition%) =  (Items new condition%) ≤ 100%

That way it takes less work and is more convenient for more experienced colonists, though I realize the crafting skill is a bit of a catch-all from the get.
#40
You haven't used orange yet iirc. Or dark blue. or...light red

Also if devilstone swords light people on fire in one of these updates I'll eat my own socks

Also, if I could just talk about devilstone as a concept-- making swords that do more blunt damage than sharp damage is just brilliant, makes me wonder why we can't make stone swords.

Anyway I think you're great and this mod is great and obligatory poke at an update because I'm a jerk and you're probably already working on it and I should just leave it alone but it's like a tradition at this point.
#41
Outdated / Re: [MOD] (Alpha 9) Melee+
February 25, 2015, 09:03:35 PM
Made a small pic for the mod, saw it didn't have one.

[attachment deleted due to age]
#42
Ahhhh my mistake. Been playing alot of DF recently so my mindset is basically "How can I make this game more like future DF with better everything"

Fortunately, mods like Biodiversity, TTM, EDB's and other diversity mods  and Apparello make that a possibility. This game is going to be the dopest game ever by the time it's out of alpha and it's thanks in part to the fine modders on this forum. With every alpha update, features that had to be modded in previously are now vanilla and that's awesome.
#43
Those Quadhog tusks look just perfect for hauling.
The kind of hauling I don't want to do. Like hauling metal during a mechanoid invasion. Or hauling fire things that are on fire and surrounded by fire during a heat wave on the sun.

Or maybe that would be better for a mod all on its own, taming animals and the like. Though I don't imagine the code would be all that different from the dog taming mod that this mod already draws some assets from. Could even incorporate a little T's husbandry so that you can raise non-aggressive versions of the ani--

Dwarf fortress.
#44
Quote from: Rikiki on February 17, 2015, 03:13:33 PM
Weather conditions are good ideas! :)
The random item is also possible but could you specify what you think about?
Catching a salmon in a power armor helmet is not really what I intend to code... ;)

I think finding small amounts of minerals randomly would make sense bits of silver or steel, maybe even a small chance for a bit of gold, and then the chance to find slag or rock chunks as a downer. It also keeps it fresh without having to add new items.
#45
Has this mod been abandoned? I would really love to try this one out, it looks awesome.