RimWorld

RimWorld

Talons Faction New pawns and races
Osha  [developer] 20 Sep, 2016 @ 9:43am
Things you want to see.
This is a request thread for the mod.
just a couple rules.

Must be fictionly cohearant to both ingame lore and the mods lore.

These are request not promises however any ideas that I like or are otherwise highly demanded i will look into.

Be polite.

Thank you.
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Showing 1-9 of 9 comments
Alexander 28 Sep, 2016 @ 10:51am 
@MarctheMerc Currently have a 72 hour / 20 year save file that REQUIRES this mod to run, I've tried removing every asset of this mod from my world and uninstalling but it will not run without it. :sadelf: I enjoy the mod itself, but I have so many other weapon mods I'd like to use but I can't or I'll get decimated by the extremely overpowered stuff in here.

I think all the weapons are a either crazy over the edge or at least a little OP. But heres some indepth stuff I would change.

Pulse energy sword makes you move 3c faster which is almost twice as fast but is also lets you do 23 damage per hit, giving you more damage than even a syther blade (which is already endgame stuff) It makes my haulers and workers sprint around all the time. I would do either 1c move increase and 18 damage, or 2c move increase and 8 damage. But 3c and 20+ is pretty crazy.

Never used the heavy machine gun because the pistol was better

The pistol shoots as many bullets as the minigun with the same damage, but several times faster and way more accurately. I love the idea that they die because you can't possibly patch up the holes without medicine, but the damage is to much or the burst count is way too high. If it were up to me I'd just set it to 1 or 2 damage and have it easily be deflected by heavy armor but decently good against no armor.

Sniper shoots faster, has better range better accuracy and damage then any sniper in the game or mod I've ever seen, Keep the range, lower the speed, and the damage should be fine then.

Never really used the rail rifle because the sniper was nice, but it seemed pretty decent. Like a charge rifle DMR kinda thing. Nothing really wrong with the blood talon rifle, kinda just like a charge rifle tbh.

Giant cannon I've never been able to actually use, but I do like the slow speed it gives you for the high damage, I saw a giant destroy a centipede with it once, but the low range makes it pretty much impossible to actually die from it as long as you have rifles or snipers. I'd increase range, half the damage, make it drastically less accurate but fire a bit faster and keep the speed thing.

These are all my PERSONAL recommendations to make the mod more even, they might work who knows, you prob know better, I've never modded rimworld other then my customized storyteller. But out of all the mods for this game I have, I can pretty much only use these guns or I risk 30 powered armor guards getting demolished when some tribal picks up a shoddy energy pistol. (not really that drastic but you get the point). Sorry for throwing this wall of text at you but hope this helps.
Osha  [developer] 28 Sep, 2016 @ 11:18am 
@Alekander Thanks for the feedback, simply put the:
The sword now lowers global work speed by 50 percent.
pistols had a dmg reduction and forced miss radius like a minigun does.
Sniper i can take another look at.
Rail rifle is meant to be devistating but single use
the blood talon rifle was meant to be the merc variant of the charged rifle.
and finally the giant cannon is made to counter killboxes in particular
this can be expected in the next version along with some mechanical units Just have to finish some textures
and congratulations on a twenty year colony. :)
Last edited by Osha; 28 Sep, 2016 @ 11:19am
Osha  [developer] 28 Sep, 2016 @ 11:26am 
@Alekander actually I will take the mechanical units off the spawn list and update it now, so you get back to it.
DapperDwarf 7 Mar, 2017 @ 9:38am 
this probably doesn't count as fitting in to the universe but it would be cool if you added dwarves (the devs said that they might add them in the future so it fits in universe in my book) and also adding robots that act like stronger, more agile etc. pawns (I think this one fits because you can basically already make the pawns into robots in game)
Osha  [developer] 7 Mar, 2017 @ 9:56am 
@htaylor I have designs for a faster less tanky mech but im short on time recently however dwarfs don't feel like they fit my mod.
DapperDwarf 7 Mar, 2017 @ 11:18am 
ok, sounds cool (thanks for replying)
Dr_Krusty 2 Jun, 2017 @ 1:59pm 
A tameable dragon lol
sam 2 Mar, 2020 @ 5:20pm 
can u put pictures of the stuff on the mod page
Redbeard7 13 Jun, 2020 @ 7:49am 
Just discovered you mod and would like to say it has lots of great content in it. One thing i would like to see is the "giant" physically increased in size to represent it in game a little better.
Also i agree with @SAM69 pictures go along way to get your mod out there to more people.
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