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Messages - isistoy

#61
Quote from: TLHeart on September 23, 2015, 07:33:54 PM
...
and that is all we will get of SC, as abrexuis is not working on it, but some other mysterious mod.
Quote
...
As to a migrated A12 SC, nobody but Abrexus can say...
::)
#62
Aaaah great!
This and Animal Hide makes a perfect new set for tameables!

Cheers!
#63
Outdated / Re: [A12] Animal Hide Working (v2.08)
September 10, 2015, 12:15:42 AM
It surely now makes it a lot more sensible to have, now that there are tameables!

So many pets deaths, already :D
#64
Félicitations distinguées :)
That outpost is built up during map gen, yes? Makes this even more interesting...

"is there a way to suggest.... "
Suggest, my friend, suggest...

"our own ideas included as outpost designs"
That would be ridiculously nice, but let's be serious a moment:

Does the outpost structure come from another save or xml template? What map size constraints are affecting building the outpost?
Not all maps can accept such buildings (mountainous, for instance) or do you affect initial vanilla map gen so space is reserved for outpost before?

By the moment these are adaptive to map gen, then specific design/templates could maybe be a thing. Also, could lead to far-beyond-this-mod interesting ideas :D
#65
Only a few people knows that there is a new ongoing project...

Now, people also have lifes and matters to tend to.
if you consider people have these previous things, are able to plan on doing stuff, work with others contributors, foresaw a stability period with A13 not in the scope before 6 months and maybe that would help smooth your thoughts about a new mod.
Visibility again, is probably not that important right now...

As to a migrated A12 SC, nobody but Abrexus can say...
::)
#66
Help / Re: Tools for modding
September 09, 2015, 03:22:39 AM
Visual Studio is quite powerful, yes, including editing xml. Might miss a compare option, but there might even be plugins for that to find on the gallery.
It's got split windows, full keyboard shortcuts for everything, post build scripting, search/replace options (open files, project lvl, solution lvl), etç...
Express free 2013 version proposed in tutorials does the job.

Also, a nice tool I used in the past for xml specifically, is altova xmlspy, but it's a shareware.
#67
Yes, that was more like it
#68
Yes, have some nice ones from here +1
Don't think about us too much, during these 6 months  ;)

#69
Outdated / Re: [A12] Project Dog - Community Dog project
September 02, 2015, 12:41:02 AM
Mrofa's textures needed to be used somewhere :)
#70
Quote from: akiceabear on August 31, 2015, 09:29:02 AM
Quote from: strata8 on August 31, 2015, 04:35:04 AM
I wonder if a Kickstarter is even necessary. They've sold 75k+ copies already, and that's been enough to fund development up to this point and even further. A Steam release would boost sales dramatically - Prison Architect has sold over 1 million copies for example, and even Gnomoria (which I've always thought looked a bit unappealing) has managed to sell over 200k.

Expecting Tynan to fund a new, ambitious round of development solely on profits from a prior project doesn't seem very financially sound, or more importantly like a good way to incentivize a great developer to keep at it.

If the first product is good value for money, that should be more than enough in that transaction.

If a new project sounds worthwhile, than kick money into it.

Of course, Tynan can do what he wants with his earnings, including further development for free, but I think its unreasonable to assume him into that position.

Yes, it's true.
There should be some kind of development/feature interest for him to propose to players as a priority, then financials/dev investment/other concerns to possibly elude unrealistic concepts from his plan, if any
#71
Quote from: harpo99999 on August 31, 2015, 06:59:42 PM
sounds like the OLD problem of rooms over a particular size getting open space
yes, sounds like it. There is a recent post where Tynan precises this. There is a number of cells for a single room that could create such a problem.
Only solution is to build pillars in that room, but I suppose you get under constructed roof from then on.
#72
General Discussion / Re: RimWorld change log
August 31, 2015, 08:17:02 AM
Quote from: Kelian on August 30, 2015, 07:17:51 PM
May I just say I'm LOVING all the new music and audio additions as they come to the game. Keep up the great work! Also, noticed the new credits/outro screen after everyone takes off. Love it.
Yes, you may :P
I concur with this: really loving new tracks as well. Theme is kept and nicely reinforced, even!
#73
Support / Re: Black screen? Or, game won't run?
August 31, 2015, 08:12:53 AM
I can't believe Norton is still pre-installed on some many of today's computers...
What a crappy piece of preemptive dangerous code : ???
#74
Quote from: mumblemumble on August 29, 2015, 11:38:44 PM
My 2 cents is i would pay more specifically for something redefining, like zlevels, visiting different areas,  ect

Same here, I would gladly scale up money-wise depending on next objectives.

Coop mode, a la Don't Starve Together, would be my main (not redefining mechanics though, but obviously redefines some parts of the experience).
Possible second could be Faction's interactions, though it doesn't say enough per se and I suspect mods can reach some things already, so Faction's missions would be more appropriate
#75
Outdated / Re: [A12] BackstoriesCore Update 10
August 28, 2015, 01:33:24 PM
Hello mipen,

k9 did not cut it, but still interested in your backstories mod.
Actually, you said translations would be doable in a previous post.
Any ideas why the game is not wanting to use some DefInjected backstory translations in the game?