Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Berengar

#61
Mods / Re: [Mod Request] Medieval Overhaul!
January 04, 2015, 09:36:02 AM
Was working once at something like that.. but lay that besides, because of the melee ai. Think thats the main problem with an medieval/fantasy mod, so long you have to controll every colonist in an bigger fight, its just hrmm... baeh?  ???
Hrm.. someone got fun to make an bether melee ai mod? :D
#62
Mods / Re: [Mod Request] Different Races For Colonists
January 03, 2015, 12:30:01 PM
And would be great for the modder comunety. :D
#63
Update

Changelog:
1: complet new rimtrooperarmor.
2: First Meeleweapon. The Vibrosword. Can be craftet of the smithing desk.
Annd an small hint. Start to train one of you guys to level 20 at meele.. Will need it for the next update. :D
Because its an small update, you dont have to start an new World. So have fun!

Pic from the new rimtrooperarmor, and the vibrosword.. to lazy to make an ingame screen..  ::)


#64
Help / Re: Losing meleeskill?
January 02, 2015, 09:30:59 PM
Realy? xD
Never registert....
But good to know! Makes training the colonist MUTCH harder..
#65
Help / Re: Losing meleeskill?
January 02, 2015, 09:16:01 PM
Ok more or less fixed.
Had something with the training dummy to do that i add...
Have no idea why, but i think i found that out. :)
#66
Help / Losing meleeskill?
January 02, 2015, 08:48:28 PM
Hey.
Aehm i have an siriuse bug, since i add an new meleeweapon to the game.
Once they use ingame ANY melee attack, they slowly loses Meleeskill... tick by tick.
Any idea? Its a bit  gamedestroyng for me at the moment...
#67
Jeah that trooper sound makes me crazy to. Will change it with the next update to there death sound. To the faction.. i know that problem, juliaelli gives me an small dll moding hint how i could fix that.. will try until the next update. :)
#68
Ahh ok, never hear of that. Will do later a bit resarching about that, and take a look.^^
#69
Mods / Re: (Textures) Star wars
December 31, 2014, 10:49:46 PM
Glad you like them. :)
There are original from an small parka mod i made once. So when you want them in different scalys, send me a pm.
Will upload there ionic blaster over the next days.
#70
Help / Re: Glowing plants
December 31, 2014, 07:17:46 PM
I see an jungle, with never ending night.. but glowing plants... and small biests that creeps around in the shadows... :D

#71
Mods / Re: [Mod Request] - Fallout Universe
December 31, 2014, 03:52:58 PM
To the ghouls and supermutants...
Think you will have to do mutch DLL moding for that. WHEN you want them be prisoned. Ok not for the ghuls.. i think there is a good way over the hair.. will test later. :) But for the supermutants.
#72
Jap, ALL the other mods. :D
Best way to learn rimworld modding.. and beside that.. mutch coffe and good nervs. :)
Here when you want to create new animals, that one is maybe good for you.^^
https://ludeon.com/forums/index.php?topic=3060.0
#73
Mods / (Textures) Star wars
December 29, 2014, 10:05:35 AM
Greetings!
Because there is at the moment a litle hipe on star wars stuff, i decided to puplish my textures from Rimtroopers. There free to use^^
I make an extra thread, because i will keep update this one.
Aehm oh an last thing. Some of the weapons (the E-11, DL-44 and the DH-17) are from projekt Armory. I just reworked them.
Credits are always welcome. :)

Weapons





Creatures




Helmets













Armors
The 2 packs you will find below.^^
Groundversion from Viperlol. Rework them a litle bit.




[attachment deleted due to age]
#74
Mods / Re: Art Modifications - Resources
December 29, 2014, 04:19:08 AM
Ohh thats some nice Stuff! Think will use some of these, when you dont mind. :)
#75
Im modifiere the mod a bit, to make its posible to build on the water.
At the moment im working on an growing Kamino City in the middle of the ocean.. creating the bionic fullmetal Rebel of doom. <B