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Messages - Berengar

#121
Mods / Re: [Mod Request] An Tavern.
December 19, 2014, 09:39:36 AM
ok Guys!
Lets work on the tatooin cantina!
I bring in the band. :D
#122
Unfinished / Re: [WIP] RimTroopers
December 19, 2014, 08:48:51 AM
After an good hour of try and fail, i finaly find all errors.  ;D
Mostly small errors, when your want i write your an PM, and list them all. (so good i can on english)




When i got the time, i will later make an overall of all native weapons, and make star wars stuff out of them.
And ad the imperials as an neutral faction, so the player can decide, to work with, or against the all myghti empire.


[attachment deleted due to age]
#123
Outdated / Re: [MOD] (Alpha 8) Imperial Guard
December 18, 2014, 04:44:39 PM
Maybe just my fault, but i think the orcs are a bit too strong.
Besides, great mod^^
#124
Mods / [Mod Request] An Tavern.
December 18, 2014, 01:51:12 PM
Greetings!
For some secons i become an Idea, what be an funny mod.
So the idea is to add the posibility to build an Tavern, where your Colonist can drink, after an hard day of killing Raiders or something. ;)
Ok, thats already posible, but what i think will be cool is, when outsiders can drink there to, for a little amout of Silver. So there go in.. buy something to eat, or drink, and sitting on one of the tables,

What do you think? Is that posible?
#125
Unfinished / Re: [WIP] RimTroopers
December 18, 2014, 12:29:07 PM
Hrm on the first looks, everything looks fine^^
Will try it later.
But lats make an small comunety projekt out of it!
So thats next?
Maybe some star wars looking funiture? Or an rebel faction?
Or some hutta Bandits? With that big Pignoses!
#126
Unfinished / Re: [WIP] Native Factions-reworked
December 17, 2014, 10:16:57 PM
Will going forwards to them! But firstly i want to finish the mercenarys. At the moment i thinking about adding them as an real faction, so you can "hire" them, alias make them to alies. :)
#127
Unfinished / Re: [WIP] RimTroopers
December 17, 2014, 11:10:52 AM
Like the Idea!
Lets make a set out of it.
I create just for fun the helmeths.



(just download the pics)
#128
Outdated / Re: [MOD] (Alpha 7) Faction: Orcs! 0.35
December 17, 2014, 06:09:16 AM
Just want to say, the mod is free to use for everyone.
I wont update it for myself, because its part of an overall im working on, that lay firstly on ice. (waiting for a bether meele AI system :D)

#129
Mods / Re: [REQUEST] Vehicles
December 17, 2014, 06:03:38 AM
Jeah!
That would be nice.
playing as an pirate faction, and raiding other outsider colonys..
#130
Outdated / Re: [MOD] (Alpha 8) Imperial Guard
December 17, 2014, 06:01:59 AM
Hehe.. i know that.
Hrm.. why not making an comunety project out of that?
Im sure there was an Projekt like that already..
And i think many modders will spend some stuff to that.
#131
Outdated / Re: [MOD] (Alpha 8) Imperial Guard
December 17, 2014, 05:48:59 AM
Arghh... an warhammer mod would be epic!
Intressting that no one ever start something like that..
Hrm.. i personal have 2 projekts working on, so i dont have the time. But when someone want to start a projekt like that, i have an massive amount of 40 textures somewhere in my archive. Mostly Imperial and Chaos stuff. Ohh, and orcs and Grotze.
When there is intrest, i can rework them, and send them to that modder.



#132
Unfinished / Re: [WIP] Native Factions-reworked
December 15, 2014, 11:44:10 AM
Like the glitterskin from Apparelo?
Hrm... maybe. But why not? xD
To be honest, until now i dont spend mutch time, thinking about the Spacers.

PS: What do you guis think about steampunk style for the outsiders? Like Mechanoid arms.. (or bether say shoulders xD
Rimworld dont have arms!)
#133
Unfinished / [WIP] Native Factions-reworked
December 13, 2014, 06:04:36 PM
Hello!
I'm start working on a new Mod, and searching for some Ideas and some Feedback. :)
The idea behind that mod is, to improve and advance the natice Factions, like the Pirates, Mercenarys...
Over the Time i will rework every single Faction with his own Cloth, and more specific Unis. (Bosses to)

1: Pirates 75%
The Idea for the pirates is simple. They should be something between the Fallout and the Borderlands Raiders..
So armors, Weapons and Units that looks like they took some scratch from the Deserts, and put it thogether, without an real plan. So at the end they are one or two differend Raiderclans planned. With individual Equipment, Bosses, and maybe some Cars.

Here are the Pirates until now.


Outlanders: 7%
There will be different outlander Factions. Like from a town in an desert, so a bit like the sandguys from star wars, Steampunk Cowboys from the Marshs, and maybe Traders from the green Lands.

Mercenarys: 24%
Going forwards!


Spacers 5%
They will be the only way to get high tec Stuff. Will create some Soldier armors, and finde clothes for them...

Tribes: 25%
I will make cannibals out of them.. for some days i see an image from borderlands 2 where one of the bandits holds on big Shield, with an Minon pinned on the front. Maybe make a Shield like that, with the hide from an old colonist on the front.
Will slow down them MUTCH but give them an imense defense..
So your will see many realy slow.. but hard to kill, meelefighters.

Normads: 3%
They came from the endless white...

How ever.
I need some ideas for the other faction.
Manly for the Outsiders, and the Mercenarys.

Mfg: Berengar



#134
Arghh.. not that shiny Elves!
At the moment i'm working on finish the smithing system. Its nearly at the end.
Generely im working on an overall of the crafting system. So there will be an Smith, an Magic, an Bowmakersystem etc.
And some big creepy Spiders and Trolls, that works like normal animals, but is an enemy. So when they see your colonist, there will attack. And lose on dead some special crafting loot
Over the Days i will rework that post here.

mfg: Berengar
#135
Unfinished / Re: [WIP] Jaffa, Kree!
December 06, 2014, 12:44:44 PM
I dont no anithing about that series, but nice texture!