RimWorld

RimWorld

[WH40K]Adeptus Xenobiologis: Orkoids
 Tämä aihe on kiinnitetty, joten se on todennäköisesti tärkeä
Ogliss  [kehittäjä] 24.2.2020 klo 13.03
Balancing & Feedback
Any thoughts on balancing the contents of the mod Better?
Please keep in mind that the technology in 40k is Far more advanced than even that of a Glitterworld.
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Is it possible to have a guide for the ork development cycles? So far i'm just harvesting the fungus, are there rare pod events that develop orks or do i just leave the fungus to grow?
Ogliss  [kehittäjä] 26.2.2020 klo 22.57 
the fungus can spawn orks aswell, its just got smaller chances than the cocoons from the event, in an attempt not to make it Too unbalanced, the closer to being 100% grown it is, the better the chance of something spawning
have you heard of the growing humanoids mod? they use a wildling pod that uses the wild-man pawns to spawn people. Maybe use a similar event along with the spawning of animals to establish the spawning of rogue or new orks? recruiting them seems more interesting to me if i need to tame them. The choice is entirely your of course, however, in terms of lore, its stated that when a ork is spawned, they are considered feral until they either setup their own small tribes, or they grow into an entire WAHH! party.
Ogliss  [kehittäjä] 29.2.2020 klo 1.50 
yeah that where the original cocoon code came from, ive totally rewritten it though for the orkz
Can you only get sluggas and grot blastas before "More Dakka"?
Ogliss  [kehittäjä] 14.9.2020 klo 7.18 
Should be able to get shoota's too
Ahhh, I had research pal on, so I didn't get to see the notes on how they were linked with gun smithing and such, thanks!
Hi, Ogliss! If you´re working on 1.3 compatibility, and if it´s feasible, one thing that I believe that would be an improvement would be an adjustable "cocoon spawn rate"... I just played a bit on the Alpha Biome feralisk jungle, thinking on throwing my snotlings and squigs to control the feralisks, but since even with two 11x11 crops of ork fungus I was not getting replenishments, it fastly became a fight for survival, even in easy difficulties...

other than that, awesome work on these mods, congrats! :)
Ogliss  [kehittäjä] 16.7.2021 klo 12.48 
@Wade Wilson
Loud mouth mercs should check the mod options spawn rates ;)
Now I found it under Adeptus Mechanicus with all other mods and I feel dumb. haha
Thanks, man!
Ogliss  [kehittäjä] 17.7.2021 klo 11.17 
@Wade Wilson
Haha no worries, i couldnt resist, with that name you gotta expect some ♥♥♥♥ like :D
hahaha indeed! shame I only got the reference later :P
Would it be possible to have an option without the disabled work types?
what should I setup the orks spawn chance to for a vanilla feel Ogliss?
Ogliss  [kehittäjä] 2.8.2021 klo 2.01 
@Krazyfan1
only if you write a patch for it

@WaKKO151
if you hit the rest to defaults button by the spawn options it Should set them to what i felt is a good rate
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