Ludeon Forums

Ludeon Forums

  • August 23, 2019, 12:24:30 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 10
 on: Today at 12:18:03 AM 
Started by mabor0shi - Last post by catter

 on: Today at 12:15:25 AM 
Started by GamerGuy - Last post by catter

 on: Today at 12:14:29 AM 
Started by Dubwise - Last post by Tocato
was wondering was it this mod that changed it so pawns were naked during their showers or was it another one? I feel like this used to happen before but now when I use the water tube they keep their clothes on

 on: August 22, 2019, 11:38:36 PM 
Started by Riddle78 - Last post by Kirby23590
I think it's kinda tough leaving survivors since if there are 5 guards and you killed 3, then 2 of them would run away and then the base is marked as destroyed.

Some mods like More Faction Interactions have something like Pirates or Raiders building an Outpost and taunting you that they built one near one of their bases, However if you ignore it for many days it turn into a full-fledged base, with of course an warning from the same pirate boss that taunting now laughing that said. Oh hey you ignored one of our outposts, so we turned into to a full base, and then he gives out an evil laugh.

Though you may destroy it with your army of elites clad in power armor with hacked mechanoids while riding dinosaurs, at least they are renewable or keeping the cycle in a way so that you may get another warning of them building another outpost while taunting you again when you have More Faction Interactions installed...

Otherwise in vanilla, there are quests that give you bandit camp given by friendly factions, they smaller however but the rewards are good if they aren't a masterwork golden sculpture and some legendary wooden gladius. ;)

 on: August 22, 2019, 11:01:41 PM 
Started by Thirite - Last post by lbmaian
Didn't want to announce this too early, but I've been working on some fixes to C&P for the past couple weeks. Mostly updating the XML to Rimworld 1.0 standards, peppering the codebase with notes and TODOs (including preparing for future Alien Race support), and trying to address job priorities (<- this is what I'm currently stuck on). Hope to release a minimally tested version in a week or so.

 on: August 22, 2019, 11:01:01 PM 
Started by NoImageAvailable - Last post by Eryx
I know you're not going to continue updating the mod, so maybe this is irrelevant, but would it be possible to make some sort of MAT like the RPG but with more range and accuracy, like the Carl Gustav or LAW 80? Something man portable but not inaccurate and short range like the RPG. Maybe a recoiless gun like the SPG-90?

Binos increasing general accuracy of pawns targeting the target? Like a spotter?

A tactical AI, even if it's as simple as spawning the raid on two sides of the map or something.

Bug: With ammo disabled, there are a number of problems like mortars not working for raiders. Would it be possible to disable infinite ammo for mortars for both balance and sieges?

 on: August 22, 2019, 09:59:12 PM 
Started by Prophetly - Last post by K
This definitely requires some kind of Harmony patch. The health of body parts is determined by two things: a base health for the body part, and a health scale factor for the pawn type. Thrumbos have a health scale factor of 8, which is why their brains have a health of 80. There's no functionality exposed for Hediffs to change health values, which means you would need to add it yourself.

 on: August 22, 2019, 09:36:15 PM 
Started by Thirite - Last post by cerebralpolicy
Will there ever be a patch for humanoid alien races?

Use BnC and its alien patch.

That isn't really satisfactory as it forces you to use RJW. I like CnP's reproduction system.

 on: August 22, 2019, 09:23:21 PM 
Started by joey3155 - Last post by joey3155
*Pulls off bloody latex gloves*

Ok good people, I have finally got the Medieval Pack to load a planet!! I need to progress further and see if it makes it all the way to the game world proper but at least world generation, from what I can tell, seems to be working.

 on: August 22, 2019, 08:30:12 PM 
Started by Riddle78 - Last post by Limdood
The only way i see this possibly working is by luring them.

Split your raid force in 2, move one to one side of the map, and the other to the other side...move a group in and trigger the enemies, who will come out to attack you, and you might be able to get the other group to run in behind the enemies and snag the loot.

Several problems might stymie you though:
- the base might be in a location that blocks you from taking up 2 opposite positions, or a mortar might make a long setup too dangerous
- your back raiders have to be able to clear the turrets or tank their fire...QUICKLY.
- your bait group needs to kill LESS THAN HALF of the opposing force...once you kill half, the enemies flee, and the base is considered "destroyed."
- The defenders might split and attack both groups

Pages: [1] 2 3 ... 10