RimWorld

RimWorld

[B18]TiberiumRim - A Command & Conquer mod
 This topic has been pinned, so it's probably important
Maxim  [developer] Jul 4, 2017 @ 9:52am
TiberiumRim Suggestions - What is missing in this mod?
If you got any suggestions on balance, items, buildings and so on you can put them here!
TiberiumRim Core, this mod, has reached it's end of development for now and needs new, lore friendly, ideas that might have been left out.
Become part of development and make this mod the Tiberium mod everyone deserves!

But yeah, nothing over-the-top or faction related.
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Showing 31-45 of 137 comments
BLloyd Jul 14, 2017 @ 7:32am 
Oh, floaters by the way! In fact the whole Genesis Pit concept was rife with coolness. An area to potentently thick with Tiberium that it just ends up being created.
Maybe have it so Tiberium can effect unique body parts, changing them into tiberium?
Or mutating them
http://cnc.wikia.com/wiki/Genesis_pit
Link for the Genesis pit article
EdgarBon Jul 14, 2017 @ 4:13pm 
I dont know how hard it is, but a suggestion be to add to the world map "zones" - blue, yellow, red. for example: mountainous - jungle - yellow zone, or small hills - boreal forest - blue zone.
and if you add gdi and nod as factions so they will tend to be in their respective zones on the world map.
Ampryn Jul 16, 2017 @ 7:19am 
Issue: Caravans / Colonists / Raids die on Tiberium Glaciers.

Explanation: Currently pathing doesn't take into consideration the huge movement penalty on glaciers. As a result pawns get lost due to exhaustion and take a considerable amount of micromanagement.
Workarounds include having strict zone restrictions having all water areas cut out or use a pathing mod making these areas unlikely to be travelled.

Especially on a beach map the transformed deep water makes caravans and raids possibly enter in a glacier field where they have to pass 40+ tiles of glacier.
If the glaciers represent these they should'nt be passable anyways.

Suggested solutions:
  1. Change glaciers to be solid objects that cannot be passed.

  2. Add different kinds of tiberium contaminated water having multiple depths so impassable water doesn't change into actually "usable" terrain.

Addition:
Since glaciers are currently treated as a plant they get marked when you use "Cut plants" command to remove major areas of tiberium crystals, yet they cannot be removed and colonists would get stuck trying forever to cut the glacier down. Removing a tiberium field close to water gets tedious this way.
Last edited by Ampryn; Jul 16, 2017 @ 7:22am
SailingPlane Jul 18, 2017 @ 10:14pm 
Not sure if this should be a suggestion or not but I saw somewhere you said something about tank and vehicles being a whole new mechanic (which is true). The "Rimsenal" mod series has a faction in it with a tank that moves and shoots when in a raid. It could be something to maybe learn from. Loving the mod tho!
Maxim  [developer] Jul 18, 2017 @ 10:24pm 
Yeah, that is quite easy, just make a mechnaoid that belongs to a certain faction :P
But as of now that is not in the set of priorities.
Michelin Man Jul 20, 2017 @ 2:49pm 
One idea that I came up with is a new thing for Tiberium to corrupt.
Geysers.

Perhaps if you did that the Tiberium would turn it into a Tiberium Geyser, which itself could be used as another "producer" for Tiberium since it's literally venting toxic Tiberium-ladden gas and water into the atmosphere.
Ampryn Jul 20, 2017 @ 3:03pm 
Originally posted by Squidward Tortellini:
One idea that I came up with is a new thing for Tiberium to corrupt.
Geysers.

Perhaps if you did that the Tiberium would turn it into a Tiberium Geyser, which itself could be used as another "producer" for Tiberium since it's literally venting toxic Tiberium-ladden gas and water into the atmosphere.

This might be similar to the way a veinmonster reacted to being hit in TibSun.
Goldobsidian Jul 20, 2017 @ 3:34pm 
Originally posted by Mac:
This might be similar to the way a veinmonster reacted to being hit in TibSun.

Not trying to start an argument, but veinholes are a living more animalistic form of tiberium, not a natural geological movement. While they are similar in purpose, they are two rather vastly different things.
Is there any way there could be a section in apparel for all the items of this mod?
Sgt.Apples Jul 22, 2017 @ 11:13am 
smelting tiberium chunks into raw crystals..
Arisu Jul 22, 2017 @ 11:25pm 
Is there any way you'd be able to add some kind of armor or protection for animals? I have the problem of (attempting to) adopt every wolf or kitty I find. Usually it isn't a big deal because I have a mod that allows me to set them to hunt for their food only so the massive amount of animals I always end up with doesn't put too much of a strain on my colony. With all the crystals surrounding my base, tho, I have to restrict their roaming area so much that hunting becomes way less viable an option. I also can't use them for hauling as much because they'll get sick. One of my wolves ended up passing out in the field before I realized that I should restrict their roaming area. xD Not necessary to add, obviously, but would be kinda nice.

Also, I do not understand why the GDI caravans and visitors do not wear Tiberium protection suits. It makes sooome sense for the other factions to not (like the tribes) but the GDI should really know better! I had to save, like, ten people from the fields and even then a few of them still died. Luckily the ones I rescued made it off the map to save my faction rating. It was a sleepless night for my poor doctors though. Their muffalos did not survive, however, and I was able to loot them for some vaulable things. Kinda op, honestly. I don't have to buy anything for the traders because, most likely, they will die trying to leave the map even though there is a perfectly good exit free of tiberium right next to my base and another to the northeast.
Last edited by Arisu; Jul 22, 2017 @ 11:26pm
TJS184 Jul 23, 2017 @ 2:30am 
could you possibly add an Orca Dropship that would essentially work like a transport pod with high carrying capacity and range?
Heatwave Jul 23, 2017 @ 7:13am 
obelisk of light? Maybe? Or the other turrets.
Maxim  [developer] Jul 23, 2017 @ 7:18am 
That exists already ^^ Check out the Factions mod if you haven't seen it yet.
Heatwave Jul 23, 2017 @ 7:32am 
My fault ... built a science lab and thought its useless, because its the same like the others ... and a minute ago i found the tab ..... DAMN ... I said nothing! Perfect :)
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