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Everything posted by Captain Gecko
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I'm not touching Halo 5's campaign, ever again. I played through it once and that was more than enough. Halo 4 is a crawl and literal pain on higher difficulties. Not in the somehow funny unbalanced Halo 2 way, but more in the "JESUS CHRIST I'M OUT OF AMMO ON ALL GUNS AND THERE'S STILL LIKE 20 CRAWLERS LEFT, HOW DID YOU THINK THAT HIS WAS GOOD DESIGN 343- HEEEEELP-" kind of way. But in multiplayer any game can be fun... I managed to complete the entire Spartan Ops mission in legendary with my brother, I could assist with the campaign.
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unathi [Accepted] jrphoenix303 Unathi Whitelist
Captain Gecko replied to jrphoenix303's topic in Whitelist Applications Archives
That's good! Another heretic More lizards is always good. I didn't get to roleplay much with you, but from what I've heard, beyond this thread, you're a quality writer and player so... Nice. but we're not here to discuss the roleplay, we're here to discuss your ability to understand lizard lore and play it! I'll be honest though, this looks good so far! Just some questions: - How does Rai feel about other crewmembers also having prosthetics? And most importantly other Sintas with prothetics? - How does Rai feel about Sintas of other culture (Ouerean, Dominians, and other non-Moghean peoples) ? - And finally how does she feel about the "dishonorable ones", Guwans and such, considering that she herself feels some shame for some of her actions (although not to the point of considering herself be the same as a Guwan thankfully) ? - And finally, how does she feel/how would she act near Sintas of different faith, of Th’akh faith most importantly, but not just. Yeah it's mostly questions about her feelies, but through our characters we quickly get an idea of one's mastering of the lore said character is supposed to be about. Oh also... So I get that she was a follower of Aut'akh before, butjust didn't get to "upgrade" herself? It's not a problem, faith isn't that important to Reclaimers, relatively speaking, It's just that it's not very clear, in Rai's story, what she faith she followed to begin with, if she followed any. Just point that out at the beginning of her story, that is all! -
HE CALLED THE UNATHI BACKWARD! DENY, DENY DENYYY!! Ok more seriously, though, it all looks good to me. I just have ONE question: What's Tka’zua's opinion of Hegemony Sintas, on station, as well as other non-Moghean Unathi (Dominians, Compact, etc.) and most importantly, how would he act next to them? Would he tolerate them but clearly show distrust/dislike? Would he hide any kind of feelings he'd have?
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Is the Necroposting legit since Infinite is out? 😎
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DrFarson - Head Role Application
Captain Gecko replied to Dr. Farson's topic in Whitelist Applications Archives
I'm not aware of the medical side and expertise of Farson, so I'm not going to speak specifically for CMO, but for Command in general. He's a good roleplayer overall, and I think he'd add a lot to the quality of some rounds, putting aside his actual knowledge and skills in the game and whatever role he's in. So, you know, +1. -
Like Reader said just above, my favorite part of Bluespace is not so much the travel aspect, it's Bluespace itself. This is an ENTIRE dimension where our rules do not matter. The POSSIBILITIES for science-based RP are absolutely fantastic. Yes, Bluespace is basically a "It's Space magic, don't ask too many questions" if you think about it... But you can also be smart and actually roleplay, and use this as an opportunity to make up theories and laws... How about trying to explain gameplay elements that don't make too much sense thanks to Bluespace? I'll take what I did myself from that as an exemple, trying to explain while some anomalies can be million years old, or 20: The possibilities are truly endless... What is out there too, beyond weird and probably deadly phenomena... What about people living in Bluespace? Entire Civilisations? Hell, what about other Dimensions? I mean, it doesn't have to be just Realspace and Bluespace... What if there's something else out there? And how does it work? Is there just... Multiple dimensions out there, or is it in a sort of top/down dynamic, where you can only go to a dimension through another- JESUS CHRIST THE POSSIBILITIES DO YOU GET WHAT I MEAN-
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That... Actually sounds like a good concept, not gonna lie. Don't know how this will be implemented, but if SS13's very existence proves one thing is that anything can be coded even on Byond.
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Topic of the Day: Rising Tensions
Captain Gecko replied to Caelphon's topic in Aurora Lore Club's Topics
I think the biggest conflict possible from these tensions would be a "Tau Ceti vs Sol" one, but considering how things are going for Sol, unless Tau Ceti decides to go monke and take over Sol or something, I don't think there's going to be much conflicts between these two. So yeah, it's probably going to cool off as Sol mostly collapses and picks up the part. There could be something between the CoC and Sol? But I mean... Due to the Phoron Scarcity? I don't know, there's better targets for Sol (Tau Ceti) if they want Phoron, and the CoC doesn't hate Sol to the point of attacking, nor is really fueled by conquest. Same with Elyra. The "Small Three" as I like to call them, being Dominia, the Hegemony and the PRA, now there's more reasons for conflicts right there, and you don't even need the Phoron scarcity for that. It really is just three slowly growing powers with more or less imperialistic mindset that are very soon going to have shared borders. Also it's not as if they already had incidents between each other... So we're about to see wome interesting stuff happening there I assume. -
The Eye embroidered cloak, for Dominian nobility and clergy.
Captain Gecko replied to WaterPumpJohnny's topic in Archive
Actual question because I forgot, Isn't the more Tribunalist-oriented cloak job-locked so that only the priest can use them? In any case, you can still rewrite the description of a loadout item to point out that there's an Eye on the side. And yes, Desven is right, any cape can be worn as suits/jackets or used as accessories (on both uniforms and suits) -
Topic of the Day: Interstellar Travel
Captain Gecko replied to Caelphon's topic in Aurora Lore Club's Topics
I think the Interstellar Travel lore is pretty good so far. Could it be expanded upon? Sure. In what way? I don't... Really know, but we can always start brainstorming about this if you want. Although it's missing a couple things... Mostly related to "space geography"... After all, you need to know where you are/you're going to know how the travelling goes. 1) Make distances more understandable. A "travel time" indicator wouldn't matter too much considering that depending on the ship and the kind of drive, travel time already differ a LOT. Make a distance indicator in Light Years between most important places, or just one bar at the bottom for scaling. We can already assume the length of some travels considering that IRL Earth is roughly 11 LY far from Tau Ceti, which means that a square on this map is roughly 1.08 light years. But I assume that most people wouldn't go to such lengths to do such a thing, so... Yes, make distances easier to understand. 2) Tell us WHERE THE HELL THE BLUESPACE GATES ARE. And if you already are, DO IT IN A PAGE DEDICATED TO THIS... Like on the INTERSTELLAR TRAVEL page. I've been playing, and been feeling involved in this lore for a year now, and I have NO IDEAS of where Bluespace Gates are supposed to be beyond Sol and Tau Ceti. We had an old map that showed it, but things might have change, after all we changed maps... Like, Do I have to go through a 2 month trip to do a Biesel-Moroz trip? Or is there a gate leading there, or just in the way to shorten the trip? There's some character (that I love) that repeatedly speaks of an alliance between the CoC and fisanduh which seems logistically impossible considering the distance between the two, unless... There's a Bluespace Gate bringing the two more or less together? Because there's that too, the ability of turning a several month-long trip into something that is basically instant IS very important commercially and politically speaking. Also, since this also means literally creating a tiny artificial border WITHIN your territory with what could a nation you don't nescessarily like, that means that may be a lot of tension involved, in other words, a Bluespace Gate changes a lot geopolitically (or... "spatiopolitically"?) speaking for any nation involved, and by extent, more interesting stuff for lore and articles... PS: Guess I'm making a lore/map proposal to fix that eventually. -
I'm REALLY not fond of them. Apprently people abused it or something and that was one of the reason that led to their change, which I'd like to say I, or any of the people I asked about this, have never seen or heard about such a thing, but, whatever, I'll stay strictly on the lore side. So lore-wise.... I think it makes no sense, the way it turned. More consequences for people getting cloned? Sure. I don't mind, and actually like the idea of cloning bringing things like muscle diseases, weak bones, the fact it may take weeks or months to clone people, people being unable to be cloned repeatedly (because I assume that being the clone of a clone will basically lead to some... More overt consequences, if you can even be cloned at that point) or even mental illnesses, it makes it so that cloning is not a "press to rez" button, assuming people don't really care about the monstrously huge costs of such an operation; basically something that sticks with their character, but that is still leaving freedom to players (IE: Choose your horrid cloning illnesses!) But, firstly, on a strictly "realistic"* standpoint, cloning is something we already do TODAY, in REAL LIFE. Sure, it's not as advanced as what we see (or rather, saw) in Aurora, obviously, but what we get now is that compared to right now, knowledge in cloning has basically made little to no advances, over the course of multiple centuries, and contact with a mostly friendly alien race that happily shared their more advanced knowledge (in this field) with us. Now of course I'm talking of what we have 2021, in our timeline, so what about the Aurora Timeline? Perhaps such advances in cloning so early never happened, since, you know, different timelines and all. HOWEVER, it actually makes even less sense in Aurora because the Skrell figured out cloning literally OVER A MILLENIUM in the past, and sure, not advanced enough, then, to "clone people", BUT, you'd think that after 1119 YEARS they would've figured this one out? Especially since apprently, all of the Glorsh affair did not lower the technological base in THIS field according to the wiki: ...that and they then shared that knowledge with humanity, obviously. Apparently, the reason for such a change, lore-wise, was that the cloning page was old or static or something... And look, I'm ok with changes, but I feel like we should rather expand on things if they need change, and not outright nullify them? So beyond the scemantics where we, right now, are only talking of cloning IN NAME (what we have now is mostly "genetic-engineering"/"Bio-engineering"); we, because apparently the cloninig lore was never really expanded upon, just basically nullified the actual cloning part and made a thing that, right now, makes basically no sense lore-wise, and realistically speaking, and I'm far from being the only one with this opinion. At this point, either we add back the old cloning lore but ACTUALLY expand on it, like maybe add more consequences to cloned people, beyond just the finiancial part if we want to avoid having people abusing this too much, or we just outright remove it, and rename the cloning page to "Bio-Engineering" or something like this, because that's what it is at this point. Now that we changed it, I feel like the new cloning page now actually needs some kind of change, in any directions, but it needs to make more sense. PS: On the "realism" part. PLEASE, BEFORE someone says "It's sci-fi, it's alright"... Yes, it's sci-fi, but it doesn't mean that things should make no sense, suspension of disbelief is important. Note also that while we are clearly not in Hard Sci-fi, thank god, this is not Star Wars, this is not Star Trek, we have a setting, mostly due to SS13's gameplay, that tries to explain how the giant glowy crystal can generate power, or how this or that species' biology actually works. That and we try to make a lore that actually makes sense.
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Please yes, I approve. Sec borgs could be absolutely terrific, but the other ones are pretty much useless, not really in their lack of directly "dangerous" abilities, and more about the lack tools do do anything interesting. I mean, yeah, sure, a medbot can "fuck up" a surgery, an engiebot can disassemble stuff, etc. But it's always VERY limited by their module. Universal grippers would not only add flexibility and make it interesting for the traitor in question, it would make dealing with them a bit more engaging, as they could prove to be a much more unpredictable threat. +1
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Gecko's underwhelming lizardeputy app
Captain Gecko replied to Captain Gecko's topic in Developer Applications Archives
My joy is boundless and so is my hype. Also, thanks! -
In case of doubt, it's probably Bluespace.
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RnD Tech Tree Part 3: Xenoarchaeology Overhaul
Captain Gecko replied to Marlon P.'s topic in Archive
Interesting like the previous ones, and like the previous ones, I GOT QUESTIONS! - Alright, so firstly, we spawn with already extracted artifacts, which is good, because working outside, depending of where the closest site is, can be a bit long. But will there still be the possibility to find artifacts and anomalies outside, say, once we're done dealing with the first five? - Secondly, would the artifacts have the possibility to be anomalous? By this I mean artifacts taht exhibit unusual effects, kind of like we have right now when RNGeesus smiles or shits on us... Items that speak, containers that spawn liquids/gas, or even more violently anomalous finds like the infamous statuette or the Cult sword? Back in the Anomalist thread, you did say "An extraordinary artifact, which would have strange abilities and powers, would definitely be something the anomalist could play around with..." What do you envision as abilities and powers? Various effects akin to what we have now (with RNG choosing something among Funny atmospheric business, teleportations, EMPs, healing or harming waves, psionics, etc. etc.) or perhaps something different? - Thirdly, this goes pretty much hand-in-hand with the second question, I get that these artifacts that you describe are the smaller items that we generally get, currently, in most sites. Do you intend on having larger artifacts, something akin to what some of us call the "anomalies" (the big finds that you can only push and pull, and that generally work in a on/off way), even thought they might not nescessarily work the same as they do currently? - Lastly... Alright, this is not really a question, but while I appreciate like the idea of having a player species knowing about the find, and having said finds basically tied to the setting, I'm not extremely fond of including only playable species. Basically what NerdyVampire said. One of the good things with what we have currently is absolute freedom to interpret. It might seem dumb, but as you get more find, you might start to class them, even though said finds are all the fruits of RNG, you start putting things in this or that box, depending on the species, nation, etc. And then you'd have one, or more, categories of "unknown" species or even phenomena, and there you could go crazy. What if there is out there a species, a civilization, a culture, or even multiple, living stricly in Bluespace? What there were civilizations even before the current species? After all, when your spectronomical analysis tells you that your space death-engine is 2.6 billion years old (yes it's extremely rare but it happens), it can hardly be Human, Skrell, nor anyone else. I think we should, as Nerdy said, include a possibly "unknown" option among all of these species, this would allow us to keep a possibility to go all out on creativity and interpretation when the occasion presents itself... -
Likewise. While I would absolutely love this, the problem is that stuffing the entire library into the loadout system would probably be a tedious process if it even is possible... And who knows what it could break. Although, perhaps we could have an option to include a sort of personal book in the loadout? Like a journal, right? You add your own name to it, a description, and there we go... You could be able to write in it with a pen, in game too, That could work?
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Gecko's underwhelming lizardeputy app
Captain Gecko replied to Captain Gecko's topic in Developer Applications Archives
That explains everything, thanks for the info. That's a good question. One of my main concern is that, beyond the lore it would lead to big changes to people's characters! Hell, I know that some Unathi character are almost entirely based on their experience in the contact war! And here's the thing... Unless we REALLY have to, I'd generally avoid upsetting most players by messing up their characters backstory. But let's assume we're in a perfect setting where no one would mind this, or where no characters would magically never have to change due to lore changes. The first, dumb solution, would be to just move the contact war back, say, 10 years in the past. Simple, but also means a LOT of rewriting in a LOT of pages. I mean, any solution will lead to this, but this one changes way more than the others. After thinking a bit more about this, after responding to Boggle, and thought of a second, smarter way to do that. The Contact war isn't the problem, it's the point at which Unathi start leaving their system that's limiting. An idea would be to leave the Contact War itself untouched, but to change, instead, the date at which first contact is made. We would have to find reasons, ways to explain why the Contact war didn't start immediately, but I'm sure that this will work. Earlier first contact means earlier access to Interstellar travel, and by extent, Unathi spreading thorought the Spur earlier as well. This solution means that we can have Unathi that originate form various backgrounds without needing to be too young, without retconning so much about the characters that lived through the Contact war. A last solution would be have Hegemony develop some kind of primitive form of interstellar travel even before first contact... But... That would probably retcon a lot and break the fleet balance it has with its neigbhors, so I'm not too found on this one. -
Toward Adventure The date was August 21st, 2462. It was a warm summer night in Demolkos. Well, as warm as it could get on Moroz at least. The temperatures here would probably kill any Sinta that didn't dress properly in less than an hour. Still, it didn't discourage a small family of Unathi to dine outside. Moroz was a well developed world despite its chaotic origins, and Domelkos was a grand city, both in size and status, yet, right now, so late in the night, most of the city's lights were off, allowing the locals properly observe the stars from there, only adding more to the already quite scenic views that the ex-capital could offer. Domelkos' periphery was mostly filled with the residences of nobles and other well-off secondaries, and thus, this is where a family of Han'san lived... Well, the parents at least, the children had left long ago, as soon as they reached adulthood, naturally. Although, this day, the four of them were reunited for a very special occasion, one of their son was leaving. Not just the family's proximity, but the planet. Sezrak Han'san, son of Kar'sani and Selathis, his father and mother, respectively, and brother of Nazik, was the one in question. This family nightly dinner was as much a way to celebrate the cream-colored Sinta's new job, as a way to bid him farewell. The dinner itself went on, and by midnight, everyone by the table was sated. Nazik had to depart early, the Sinta was quite a busy one, between his work in the Imperial army, and his newborn daughters, he had plenty to handle. This left Sezrak alone with his mother, as Kar'sani simply stayed on the balcony. "And where is it exactly in Tau Ceti?" Selathis asked. Out of the two parents, Sezrak certainly looked more like his mother. More than that perhaps, he was practically a copy, if one was to put aside the horns, clear absence of feminine traits, and imposing frame he got from his father. "The Romanovich cloud, a region around the Tau Ceti system itself. The place is noteworthy for being rich in Phoron, and Space Carp nests... Nanotrasen has a research station around there, that's where they will send me. The theory, which I agree with, is that most if not all anomalies are somehow linked to bluespace... And, well, between the large deposits of phoron and high bluespace activity, let's say that this place could be a near endless trove of anomalous materials." Selathis cared little for the actual science, although she tried to follow, sometimes, out of respect for her son. "The station itself is basically in the same system as the Republic capital itself, Biesel. I've heard that it's quite the great place... I'll send you postcards." The two had moved to the kitchen, and started cleaning dishes and plates. "I've heard that Dominians weren't quite popular in there... Are you sure that things will be alright?" Her son only gave her a laugh at first. "I'm your son. And my father's. I may not be called Kezka, but I'm sure that I can take a little anonimosity. I proved this already, yes? Do not worry, mother." Sezrak paused, "Speaking of father, what is he doing? He's going to catch a cold out there." Selathis sighed, taking whatever piece of dinnerware her son was holding, finding that he was too slow. "He's upset." She answered, "You, leaving, it doesn't please him very much. I tried speaking with him about this, but you know how he is. Since they announced your transfer a week ago he's just been like this. It will pass eventually... Although you should see him. It will certainly calm him. Hopefully. Go." The Anomalist nodded and obeyed. He was counting on seeing his father anyways. Kar'sani was sat on a deckchait, one that they had moved from the house's solarium (the most Unathi room one could ever concieve) to the balcony, so that they could enjoy the night sky during the summer, when the temperature wasn't that rough. There, the old reptile laid, alone. "Father, you shouldn't stay here. The cold is going to take the few limbs you have left." Sezrak let out with a grin, something that the one-armed father answered to with a dismissive motion of his hand. "I have fought in the highest peaks, and trained in the lyods. I have had to hide and fight the best that Fisanduh had to offer while I wore practically nothing, nor carried any weapons. The temperature, tonight, feels just fine." The veteran bluntly said. Sezrak rolled his eyes, the oldscale took any opportunity to narrate his deeds and adventures... While it impressed him as a hatchling, by now it tended to get a tad tiresome, especially considering how dark said stories tended to get sometimes, may it be about raiding as a Han'san raider, or fighting Fisanduhans as a soldier alongside the near-sucidal men of the 16th Imperial regiment. Little did the son know that he would be doing exactly the same to his co-workers, as an anomalist, telling the tale of his finds and (mis)adventures... "Fine, but this is home, not a battlefied. I myself tend to prefer the comfort of temperatures AT LEAST over ten degrees celcius. What are you even doing here all alone?" Kar'sani didn't answer that. He simply motionned his son to come closer, and he obeyed, walking forward, and eventually, kneeling beside his brown-scaled father. There, wordlessly, he offered a (his only) hand, a dark little thing in there. "My lighter. One of, at least." He simply stated, "They handed us this thing when we enlisted in the 16th. You will keep it. Remember home with it." Sezrak nodded, silently grabbing the dark zippo, one of his finger running on the barely visible Dominian stantard on it. With a swift motion of his hand, he opened it and lit it up, a small reddish flame errupting from it. "Don't you want to keep it? You know, I won't forget about you out there... Plus this is a very... History-heavy piece, this is like a medal... I mean, surely you'd want to keep it-" Sezrak was interrupted. "I have another one." Kar'sani said, showing a second black lighter, although this one clearly showed signs of damage... It would be a miracle if this thing could even be turned on... But Sezrak knew who it used to belong to, he also knew that his father would never let go of this one. Kezka's. Perhaps the only thing they had left of him. "I understand." Sezrak simply said, turning his new lighter off and stuffing it down one of the pockets of his usual red coat. "Thank you, then." Kar'sani silently nodded, before making another motion of his hand. "Go then. You shouldn't last too long. I've heard that your shuttle is to leave early in the morning tomorrow. I expect my son to be in good shape, and look respectable when arrives in what is perhaps one of the most prestigious world the Spur can offer." The Anomalist nodded. It was his turn to remain silent for a little while, as he followed his father's words. "And Sezrak." He stopped, and stared at his father, "I love you. Please be careful. I cant take you or Nazik taking such dangerous paths... But I would rather not mourn another son." "Naturally." Sezrak simply answered, and walked away. Next stop, tomorrow: Tau Ceti, anomalies, asteroid-dust, cosmic horrors... And adventure.
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I'm back, with more custom items! I only recently found where the custom items were stored! And I found out that we can have multiple custom items? So here we go... Not one, but TWO custom items! You'll tell me about it. *** *** *** Byond key: Captain Gecko Discord key: CNEGecko#9618 Character Name: Sezrak Han'san *** *** *** Item name: "red Han'san cape" Item function(s): This is just a cape. It can be worn on the suit slot, or put on suits and uniforms as an accessory, like any other capes in Aurorastation. Item description: "This is a cape loosely based on the style of Dominian nobility, the latest fashion across Dominian space, although it doesn't feature any of the colors belonging to the Great Houses, and doesn't bear the symbolism of the ones worn by Tribunalist priests. The left shoulder-side bears the standards of the Han'san clan-house with a small, discreet symbol of gilded colors, instead of the usual Green used for this house." Why is your character bringing this item to work?: It is part of Sezrak's attire. While he doesn't always tend to wear it, Sezrak always has a cape on him, just like any Dominian noble does. He generally puts it on his void suit when heading outside at work, so that he can be easily recognized, or keeps it for important events, or Dominian-related ones, like a local Tribunal priest organizing something on the station. How did your character obtain this item: During Giving Day/Christmas of 2462, Sezrak was gifted a cape by Kar'skalzi Bollu. This cape was bearing the Kazhkz colors, but the Han'san standards! Sezrak himself kept the cape, but decided to keep on modifying it over time... Something that other players could follow over time if they ever felt curious about this (with the Kazhkz colors being slowly removed, eventually having the cape's sprite switched from the orange Kazhkz one to the gilded "neutral" one, and the flavor text slowly changing over time...) By now, Sezrak would've completed his cape, as he just kept on continuing his additions and modifications on it from time to time, since it has almost been a year since he got that cape. sezrak_cape.dmi *** *** *** Item name: "red Domelkoan Coat" Item function(s): A warm coat, just like the winter one, except it doesn't feature a hood! To wear on the suit slot, obviously. Item description: "A warm coat made in Domelkos. This red coat is stuffed with yupmi fur and made out of reinforced cloth-like synthetic materials, both to keep the wearer warm in the cold winters of Moroz, and to resist all but the rougher treatments... All the while remaining good-looking enough. Both shoulders on this coat feature the standard of the Han'san clan-house, presented in a gilded color." Why is your character bringing this item to work?: Once again, it is part of his outfit. Sezrak has the usual red winter coat up to now, but a slight change of style is needed. Beyond making a character I've been nearly only playing for well over a year look more unique, Sezrak himself has some reasons to bring this to work indeed. As a Unathi, Sezrak needs to wear some extra layers of clothes to not feel uncomfortably cold on station, that means even when handling dangerous anomalies and such. The problem is that the normal red winter coat looks... Heavy. It's large at least, for sure. Thus, Sezrak needed something that would risk limiting his moves a little less. How did your character obtain this item: Sezrak spent most of his life, and (when not in Tau-Ceti) lives in Domelkos. Naturally, his wardrobe is mostly compromised of made-in-Domelkos attires. He probably just took a few of these coats with him to Tau Ceti after a recent trip to Dominia. What value does this item have to your character, and what story does it tell?: As stated earlier, Sezrak loves red. The gilded Han'san standard has been explained too, and so was his materialistic nature. sezrak_coat.dmi *** *** *** What value does this item have to your character, and what story does it tell?: I will answer for both items here. Sezrak is highly materialistic. This is one of the reasons why he does his job, as he gives a lot of importance to these ancient items he extracts from the rock, full of history, and, to his eyes, value (beyond monetary). This materialistic nature expands to what he owns, and what he wears. The coat, the beret, the lighter, all of these items have a history, and this time, a history he plays a part in by owning and using them, all of these items are extremely important to him, and so is his cape... Especially considering that he even weaved most of the cape too by now. Depending of what goes on in the future (especially with the NBT's new uniform rules), he may wear it for certain situations, as described above, or way more often. The cape itself does feature symbolism on its own as well: - The Red color is so far the colors I've been mostly associating with Sezrak, with even he himself being pretty much drawn to it, beyond just calling it his favorite color and complimenting others who generally wear/use red-colored items (although that last thing is partly a meme, as the red winter coat is rather popular, and Sezrak ends up wearing the same coat as a bunch of other crewmembers). - The Han'san symbol, replacing any trace of Kazhzkz symbolism reflects Sezrak's tastes about the afformentioned house on the cape. Sezrak isn't fond of the Kazhkz clan, a feeling mostly originating from the nearly-traditional rivality between the two Unathi clan. Wearing anything related to the Kazhkz would probably feel a tad humiliating to him... - The Han'san symbolism itself being gilded* and not of the usual green color we've seen attributed to it. Sezrak's immediate family is not incredibly loyal to the Han'san clan. Kar'sani's (Sezrak's father) choice to join the Han'san raiders was made because he had next to no other choices beyond become a Guwan and abandonning his family in a possibly hostile environment (Sezrak family lore, I wouldn't spoil, nor bore you with it, unless you ask for it of course). Put simply: while, out of honor, Sezrak and his family would never betray their clan, they made it clear that they weren't too onboard with the raider way of life. Ever since they landed on Moroz, things calmed down, but Sezrak is still more loyal to his immediate family than to the rest of his Clan. And thus, he chose to not bear the actual Han'san colors, even though his cape does feature the standard at least. *Do note that it is "gilded" material, but not actual gold. Probably some cheap imitation sold in random shops. Sprites: Obviously, the cape is just a reskin of the usual Dominian cape. For the Domelkoan coat, I actually used the high visibly jacket as a base! Mostly to get an idea of where the sleeves and torso is, etc. Up there are DMI files for each sprites. I'll also include below a file that includes both in a single DMI, if it makes things easier to implement. sezrak_coat_cape.dmi Additional comments: As stated above, I didn't even know we could have multiple custom items! Well here I am now! Some people play a couple of characters, some play dozens... I prefer to simply keep a single character. I have been playing Sezrak and Sezrak only since I've had the Unathi whitelist over a year ago (ok, alright, not just Sezrak, there has been a handful of exception actually... But this is like a few among hundreds of games). Anyways, I've been playing Sezrak, and hope I'll be keep on playing Sezrak for longer, right now. Thus, for a character I've been playing for so long and will keep on playing more, I think it's only right to make him look a bit more unique. PS: Look, Haydizzle! NOT a lighter! I did it!
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Gecko's underwhelming lizardeputy app
Captain Gecko replied to Captain Gecko's topic in Developer Applications Archives
Ow, slow response from me, sorry! Anyways... (Once again, the forum is being all annoying with me, I can't find any kind of symbol or word I could've put in my message that just causes the forum to die when I press "submit", so here it is in picture file.) -
+1 Would be good if Unathi players could get the choice to use or not their lizard strength to break out of the cuffs fast or not. Roaring like a steroid-infused oversized iguana as you break through your binds is fun, but it's also not very discreet.
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That explains some more things, then, thanks. One last thing, also... While you count on having Xenoarch and Anomalist as separate jobs (which I highly approve of), do you count on having workers in these jobs being able to do the other's job? IE if the nescessity arises an Anomalist going out to pull out anomalies/artifacts from the ground, and/or Xenoarchs investigating rifts? Also, having these jobs being 1 slot is... I think that's a little small. I don't know about the NBT map, but as far as the NSS Aurora goes, the Xenoarcheology airlock contains 3 voidsuit (and 2 other older "excavation suits" near the maintenance airlock right under the atrium). I don't expect to see 5 of them, but perhaps raising the job slot to two might be a tad better. These jobs can be a bit lonely sometimes, especially when taking into account that going out and doing, well, the job, can sometime last more than an hour depending of the site (don't know how long the system you envision could take, but I assume that it won't be a five minute affair!) Leaving the possibility of having a second Anomalist and/or Xenoarch would be for the better... This, and, well, considering how hazardous the jobs are, it's generally safer to have someone by your side to pick you up if you get zapped by an ancient alien engine of death or something.
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That sounds great! But I've always thought that the anomalist's job was... Well, to analyze anomalies, the things that Xenoarchs pull off, plus investingating antag-related abnormal business, IE Technomancer or revenant stuff. Also, from what I've got, what we harvest then is mostly materials, making the Anomalist just a miner with extra dangers, or items that provide "research boosts" which right now are not really needed, because you can just set up a handful of Tech Processors in RnD faster than the Anomalist can gear up and reach level 6-8 in all fields in a matter of minutes. I'm not against implementing this, but it should be of an alternate activity Anomalists could engage in rather than a full replacement, because I feel like this would only make the Anomalist even more useless than it already is.
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Don't worry, I'm certainly not going to feel serious, let alone obligated about doing an Aurora-scalie themed Rimworld walkthrough! But once I get the time, I'll do it, because I want to. There WILL be even more mods too, and I'm going to see if I can actually make a mod/tweak the (epic) anthro race mod to really get actual Unathi/Tajaras, maybe add other Xenos too... Also ideologies for some extra Dominian robot-purging hopefully.