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Messages - Berengar

#46
I like that!
But why not goin a bit further. Maybee with some    implied mouthes.. ore noses?
Think that could fith in the artstyle.. but works for the groundidea of giving them more diversety.
To the beards.. I like the idea.. but would'd give them all one.. just 2 or 3. Think when they can build automatic turrets.. an razer is not a big deal. ;)
   
#47
What i would love to see is guarding as an real job.
With guardpost.. like for doors. And Patrolways that i can define.
Mostly playing with special colonist, that are doin only soldierjobs.. would love to see them doing something more than eating my food. ;)

PS: Will maybe take later an look on that walls. But not sure i got the time. :)
#48
Not working anymore on that.
Playing a bit with the first WIP version.. and its was just to anoing that i have to give every single Pawn the order to attack.
When there will come someday autoattack for meele.. maybe start finishing that projekt.
#49
Jeah that would be great. But im not so sure i can do that.  ???
Im not realy a moder, you know. xD

Ewoks.
Aehm.. maybe. I will hold that mod mostly "realistic".. And Ewoks live on an other planet.
But maybe i will make then as an seperat addon.  :)
#50
@GiantCoolieEater.
Will try my best to do that.. problem is that that needed some dll moding. But Juliaelli gives me an hint for that.

@Dragoon
No there will be no other jedis, beside that ones you train by you own.
Thats because the jedi system based on the meeleskill. You need one with 20 to craft the sword on an spezial table.
When i give some faction lightsabers.. jeah the hole thing dont work anymore. ;)

@Epyk Thank you man! :)
#51
Unfinished / Re: [WIP] Medieval faction
January 14, 2015, 08:35:53 PM
Arhh... not that elves!
But hey... new flesh for my colony! ;)
#52
Unfinished / Re: [WIP] Medieval faction
January 14, 2015, 03:37:42 PM
Jeah... there was something!
But i was never realy happy with them.. dont fit  in the game.
But when i got some time, maybe i create new ones...

Sugestion!
I will make some new orcs and goblins, and shinzy could make some bandit stuff. And volla.. we got an small fantasy/medieval overall. ;)
#53
Hmm i think that is because the rimtroopers, and the jaffas using new races. Will take an look on that for the next update.
#54
Unfinished / Re: [WIP] Medieval faction
January 14, 2015, 01:12:28 PM
So there are vickings... normal knights.
Now we need bandits and all that fantasy stuff like orcs, trolls, dwarfes... and so on.
#55
Ahh finaly! :D Just loving that mod.
But an small sugestion, why not add an own sprite for every robot class like the cleaner, miner and so on.
#56
Mods / Re: {Mod Request} Glowing Projectiles
January 08, 2015, 04:44:11 PM
What an amazing idea! when you dont have anithing against, i will put that in my mod. ^^
#57
Work work work work.......
#58
I think more something like:
1: Yes sir!= Kla Truta!
2: Attaaaack!!= Bartaaaaaaaaaaaa!!
And so on. Some "kaudawelsch" that no one understands. :D
#59
You know what would be cool? Sounds.
Like at all rts games, when you select an squad, and when you send them somewhere.
Besides great mod.. will brings the city fighting to an new era!

Edit: But i think finding the right soundfiles could be hard.. i mean how do talk the pawns? Like normal humans? Dont think so.. hrm... maybe a bit like the jawas from star wars.
#60
Mods / Re: [Mod Request] Different Races For Colonists
January 04, 2015, 09:40:49 AM
Johny! you got me an idea! :D