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Messages - Dragoon

#136
Unfinished / Re: WIP: Cloning Chamber - Ideas needed
April 20, 2017, 12:46:37 AM
 
Quote from: SpaceDorf on April 19, 2017, 10:03:20 AM
You could use bigger samples than only blood .. that contain more different celltypes .. a whole arm for example.

I would prefer if we did not remove limbs that seems boring and brutish. It's extremely unrealistic and a poor way of balancing out something. Like when then cost such massive amount of resources, and you know that there is no logical reason for it. It is purely to make it "balanced".

There are many ways to get DNA samples heck. If you want realism, making is an artificial womb, with some kinda of growth hormones and or steroids, that makes the fetus grow faster.  If you vat grown (which if I could have both I would) Then they would most likely still be the same, (implanted memories and knowledge ho!). Make vat grown to be a short gestation period with maybe 10-30% chance of bad stuff and Artificial womb have 0% chance but be like a season before the child/adult whatever comes out. I mean; you have to research it, build it supply it and at the same time how power does not crap out on. I'm sure the pros will have no problem blasting through getting everything in short time then complain op. Don't let them make it hard to the point it not being worth it purely because they became so good that extreme poses no challenge to them anymore.

Quote from: AngleWyrm on April 19, 2017, 03:02:45 PM
Where insistence on imposing cost exists there is also problems of the value of the mod, and the desire of the mod author is derailed to become expressing grief upon the player. Those mods are not played much.

This excatly.
#137
Unfinished / Re: WIP: Cloning Chamber - Ideas needed
April 18, 2017, 01:07:54 AM
Quote from: dyl000 on April 17, 2017, 06:39:32 PM
I think that you should be able to forcibly collect samples, but perhaps it make them unhappy or something, It shouldnt need to damage the donor since it would just be a DNA sample, there should be multiple types of Cloning
Perfect match- same traits, looks, stats, everything, takes the longest
Basic Genetic Copy- similar stats with slight variations in looks (same gender though) and sometimes possibly a change in traits maybe?
and for the final one Unstable Duplicate- high chance of having traits such as volitile, maybe add a new trait in called "Extremely unstable" that gives them a high chance of breaking, but they can be produced much much faster, like a clone a day per machine or something. For cloning time it could be something like
8 days, 5 days, 1 day in order from most stable to least? cloning could take biomass or something to balance things out, anything organic could be broken down and used to fuel it
Of course you dont have to use these, these are just random ideas, this mod could be a ton of fun to mess around with though, especially with a star wars mod, i could create a clone army of jedi, or just recreate the clone wars with the mechnoids......

+1 I agree with your statement. You could just make it use human flesh(we get bodies from raids right?) if the biomass thing does not pan out. The timing seems good as well.

I would only add on that if you are going to give this to RW or are going to make it rely on it or make it your own. You could make a type of perfect clone that grows up. I believe that other clones even perfect clones should not take years, but that way you could make it like the dad clones himself. (maybe he's alone and believes he's the best or maybe he just never found that special someone lol. Or perhaps clone army ftw.
#138
Mods / Re: [A16] DinoRim: Add Dinosaurs!
April 17, 2017, 02:32:44 PM
Holy S***!

Me want! THIS IS FRACKEN AWESOME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

btw when I went to the page to see the develop meant I saw nothing so hows it going?
#139
Unfinished / Re: [A16] [WIP] Cybernetic Pets - v0.1
April 17, 2017, 02:06:06 PM
How has this been progressing?
#140
Unfinished / Re: [A16 WIP] Scuttlebugs
April 17, 2017, 02:05:09 PM
How has this been going?
#141
Cool!
#142
Unfinished / Re: [A16] Starcraft Mod
April 17, 2017, 01:57:37 PM
So are you gonna post the download for us?
#143
It looks good.
#144
Quote from: Darque on April 11, 2017, 01:16:12 PM
Quote from: Robloxsina66 on April 11, 2017, 12:37:57 PM
you should make Gas mask and radioactive Stuff incase Toxic fallout comes in land
Good idea.  I will add that to my ToDo list to see if I can figure out the best way to accomplish this.

You could look at this mod for how to do it.
http://steamcommunity.com/sharedfiles/filedetails/?id=731878767&searchtext=suit
#145
Releases / Re: [WIP] Star Wars - A RimWorld Series
April 10, 2017, 09:06:11 PM
Joining the follow club!
#146
Unfinished / Re: [A16] Starcraft Mod
April 10, 2017, 09:05:06 PM
Can't wait for the release.
#147
Quote from: MechanoidHiveMind on April 07, 2017, 04:10:44 PM
About the scenario: how about a human that just walks into the map (no notification) and just starts running as soon as it sees the first target, the poor fellow (target) doesn't know what's going on and then just BAM!! It kills him ( unless he's Bruce Lee ) and then you have 2 of them on your colony
the two of them become hostile and start attacking the colony....
Quote from: MechanoidHiveMind on April 07, 2017, 04:10:44 PM

About the scenario: how about a human that just walks into the map (no notification)

That's absolutely Awful. First off no notification, great. Why don't we just have them drop onto our colonists while they sleep? Make sure to turn off all the notifications we don't want to know when our colonist is attacked, so we just lose the whole base  8). Cause that's fun, right?

They move very fast(or at least faster than colonist that have no debuff), so you can't outrun them, super infectious. Body part removal en masse YAY! And based on your bruce lee comment I'm guessing they are amazing in melee at the same time (awesome with no way to know ones here). And greatest of joy, due to that let's have it where if you don't remove a limb you have more of these aggressive, fast and super infectious buggers really really quickly!  ;D And I'm guessing the infection spreads really quickly as well correct? After all a slow painful death doesn't sound right.

I'm sorry if I'm aggressive in my post, but it's things like this that cause loading way back, unnecessary deaths, and just causes an annoyance rather than adding anything interesting, or adding to the story.

I love the idea of a zombie Apocolypse, I really do, but this is a bad way to handle it. I remember when that zombie mod was in its early days and they just poured in and you could not melee them because they would bite the torso and you would have to load back or just roll with losing a colonist. It was, even more, enjoyment when you had, the virus go airborne and the dead raider would rise up in battle if you did not cut up/burn their bodies quick enough. Gotta love 80 tribal corpses popping up (not even sarcasm), who here doesn't remember that?
#148
Unfinished / Re: [A16] Starcraft Mod
April 07, 2017, 01:20:22 PM
Sorry, it took me so long to get back to you. So far it seems mostly balanced. If I may here are a few slight changes I would make.

c14 guass rifle
I would lower the dmg on the from 15 to 10, and increase the warmup from .3 to .5

c10 sniper rifle--can you make it a bit bigger.
increase the warmup from .3 to 1 or .8 and it would be fine.

HEV rifel
increase the warmupfrom .8 to 1.10

glaive cannon
increase the range to 28 and warmup to .7

Psi-blade
Reduce the dmg from 25 to 20--- Also can you flip the icon upside down, and reduce the size? So that when they carry it the blade is pointed downwards and not upwards. And if you reduce the size, it will look better.

Great work on the mod so far!
#149
Quote from: Darque on April 05, 2017, 03:13:39 PM
This mod adds so many new weapons, apparel items and implants, that I think that it was probably one of those items left in the save game file that kept your save game from running without the mod.

No, you misunderstand or maybe I did not properly explain. It crashed my entire game. I could not start it up again all I was getting was a black screen. I would prefer a version without it, primarily for vanilla.
#150
Outdated / Re: [A16] Less/More faction bases
April 05, 2017, 10:57:48 AM
Sweet. I often found a crap ton of them and wished there were a bit fewer.