Carl do you think you can send me the XML setup you got on the vents im making a mod and i entend to add something Similar to what you have [castle windows] and [dungeon windows] where heat can escape and what not and i wanted to use the setup you got on that.
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#212
Unfinished / Re: [WIP]Project : Eon's The Gameplay Overhaul
January 24, 2015, 04:34:43 PM
The actual peicing it together probably wont happen until version 9
we are collecting Art and options atm
and what we are gona try to add to content
1 thing we are gona do later but atm dont have any way to start doing is see if we can implment some sort of script or code to limit the bandits gear to that of your own tech so if u bronze age all enemies will use bronze gear and below. so as not to be using wood bows and stone spears agianst ak47's and rpg's
It would also lead to Skirmish's such as Knight Archers and Spearmen vs the same setup and formations
shields in front spears behind and archers rear.
we are collecting Art and options atm
and what we are gona try to add to content1 thing we are gona do later but atm dont have any way to start doing is see if we can implment some sort of script or code to limit the bandits gear to that of your own tech so if u bronze age all enemies will use bronze gear and below. so as not to be using wood bows and stone spears agianst ak47's and rpg's
It would also lead to Skirmish's such as Knight Archers and Spearmen vs the same setup and formations
shields in front spears behind and archers rear.
#213
Unfinished / Re: [WIP]Project : Eon's The Gameplay Overhaul
January 24, 2015, 03:17:28 PM
We are going to add each era until finished work in segments so its nice and simple. we got permission to use tools and assets from many other modders also so it should be easy.
#214
Unfinished / Re: [WIP]Project : Eon's The Gameplay Overhaul
January 24, 2015, 01:37:25 PM
Well from what I've seen of the metal age it only does Technology mine will eventually have technology in it but it is more spread out from sticks to computer chips kinda mentality so im not just focusing on Technology but gear farming animal husbandy traps new tower-like turrets that fire arrows instead of shots
lots of fun features. but we are still in the planning phase and thanks to a few new artists who know about the copper and bronze age we are adding a few new things in and removing a few others.
Fun Feature [Burial Sites] [Location to bury more than 1 corpse max 4]
lots of fun features. but we are still in the planning phase and thanks to a few new artists who know about the copper and bronze age we are adding a few new things in and removing a few others.Fun Feature [Burial Sites] [Location to bury more than 1 corpse max 4]
#215
Releases / Re: [MOD] (Alpha 8) T's Mods v1.5.2 (Crops, Floors, Cotton Tweaks and Much More!)
January 24, 2015, 01:28:23 PM
Thanks very much just ignore my pm to you about permissions i just remebered i did already ask you -facepalm-
#216
Outdated / Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
January 24, 2015, 12:03:51 PM
Do you mind if i take assets from this for my own mod.
#218
Unfinished / Re: [WIP]New Race: Orcs! And other fantasy/Middle Ages Stuff.
January 24, 2015, 10:23:03 AM
BTW as for your mod i love it
the textures are well done and detailed.
the textures are well done and detailed.
#219
Help / Re: Mod Request : Resource
January 24, 2015, 10:13:05 AM
lol had to change the request to color white do to charcoal and black making the test below it black
#220
Unfinished / Re: [WIP]Project : Eon's The Gameplay Overhaul
January 24, 2015, 09:58:17 AM
I apologize want_some can you do XML its XML that we need not C# well im sure at some point we will need both but its XML we need most of all.
#221
Unfinished / Re: [WIP]New Race: Orcs! And other fantasy/Middle Ages Stuff.
January 24, 2015, 09:56:35 AM
Awesome. There is no big rush tho we are still working on the tech tree long before we can even get started but i am a knowledgeable person only in the late industrial era WW2 Modern era's as for prehistory medieval and enlightenment era's i lack knowledge tho lake Renaissance i know a few bits of as i practice with an Estoc for exersice 
would love to have your help.
just went ahead and put you down for Artist just to get the link code down if you want me to remove or change it let me know.

would love to have your help.
just went ahead and put you down for Artist just to get the link code down if you want me to remove or change it let me know.
#222
Help / Mod Request : Resource
January 24, 2015, 09:48:14 AM
Was wondering if any modder would like to make a Massive Resource repository everything from to. ill make a list below
This includes RAW and REFINED versions
Iron [Light grey]
Steel [Grey]
Titanium [Lighter color gray then iron]
Copper [Raw copper is green but turns orange when in contact with oxygen for long amounts of time]
Lead [Heavy and is used to reduce radiation levels]
Tungstun [used in production of tools / brittle and darkgrey color]
Cadmium [radioactive and refined uranium rod like apearance]
Salt [can be used to preserve food]
tin [weak whitish metal]
Cobalt [blu-ish metal high durability]
Carbon [Blackish mineral]
Sulfer [Yellow powder]
Sand [... yeah sand]
Zinc [White powder]
Coal
Charcoal [ Lighter black left behind from fire's placed but same as coal]
personal request
Gunpowder [ Combination of sulfer salt coal is]
There used to be a mod like this out there but its long outdated so if we could get a Mineral Resource EVEN if not all of them are going to be used it could help out alot, not just for me but for other modders too.
This includes RAW and REFINED versions
Iron [Light grey]
Steel [Grey]
Titanium [Lighter color gray then iron]
Copper [Raw copper is green but turns orange when in contact with oxygen for long amounts of time]
Lead [Heavy and is used to reduce radiation levels]
Tungstun [used in production of tools / brittle and darkgrey color]
Cadmium [radioactive and refined uranium rod like apearance]
Salt [can be used to preserve food]
tin [weak whitish metal]
Cobalt [blu-ish metal high durability]
Carbon [Blackish mineral]
Sulfer [Yellow powder]
Sand [... yeah sand]
Zinc [White powder]
Coal
Charcoal [ Lighter black left behind from fire's placed but same as coal]
personal request
Gunpowder [ Combination of sulfer salt coal is]
There used to be a mod like this out there but its long outdated so if we could get a Mineral Resource EVEN if not all of them are going to be used it could help out alot, not just for me but for other modders too.
#223
Outdated / Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
January 24, 2015, 09:30:56 AM
i would focus on your stuff first want_some. we still got to redo our tech tree and start getting artwork LONG before we are ready to piece them together. focus on tech tree
i love minami
i love minami
#224
Unfinished / Re: [WIP]New Race: Orcs! And other fantasy/Middle Ages Stuff.
January 23, 2015, 04:26:27 PM
This is good would you like to join my mod? doing Era's and as for medieval ages tech we are pretty scant on art files. we could really use your help.
#225
Outdated / Re: [Mod](A8) Biodiversity - Adds 7 new animals. Released Jan. 22, 2015
January 23, 2015, 04:23:38 PM
Wasnt someone revitalizing project K-9 you could lend them the dog art file or work together with them for tameable dogs
