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Messages - Weyrling

#1
Ideas / Re: Killing killboxes.
May 23, 2018, 07:16:56 PM
Quote from: Perq on May 14, 2018, 08:36:51 AM
2. Errrr, what? Why would they leave if they are supposed to siege you? You win because they don't feel like attacking you? Lol. Also - mountain base. Mortars do nothing.
Why would they attack if they're basically guaranteed to die?
I'm all for the AI being smarter, but part of that should be the ability to retreat in the face of overwhelming odds.


Assuming that some kind of 'heat map' was generated, I would prefer that the AI set up their own fortifications right outside your base and did a proper siege instead of just mortaring you.

IE, instead of setting up mortars near the edge of the map they instead use the heat map and set up fortifications relatively close to your base, preferably within line of sight to a path leading into your base (or whatever other method they use to generate a path to target things).

After they set up this fort they could call in reinforcements and supplies at which point you'd get sappers and mortars and such on top of the raiding force.

You would have to either kill off enough of them to force a retreat or they would escalate.
This would force players to bribe the raiders to leave, go out and murder people, or set up a sufficiently epic trap that forces a retreat in one go (which killboxes generally don't do in my experience).
#2
Currently you can have only one 'Create Incident' instance for each unique incident type.

For example, you can choose to have a raid show up on a specific day or repeatedly every X days.
However, you cannot have two or three raids show up one after the other on a specific day using the scenario editor.

I suggest to allow multiple instances of any specific incident simultaneously in the scenario editor.
#3
Releases / Re: [B18] TMagic - Magic for RimWorld
December 03, 2017, 12:18:40 AM
I suggest including links to the mod prerequisites in your post for completeness.
#4
Quote from: Edmon on November 22, 2017, 05:50:28 AM
That's why it's called the Ultimate Flaw. There is no "true" or "simple" solution to the problem. We're not using the word lightly, it's a flaw built right into the heart of the nature of the game. One that requires extremely carefully balanced design to compensate for.
While you may have a point regarding the actual implementation of movement/combat/production speed ratios, I disagree with the premise that failing to achieve a literally impossible solution counts as a flaw.
#5
Quote from: faltonico on November 05, 2017, 07:08:15 PM
Why to this day and age are you not using an adblocker? Not only for the relief of annoyances, but for security as well.

The actual download is only one click away.
Several clicks minimum if you aren't on steam, click to website, click through adfly which refuses to work if you have an adblocker, then click the actual download button.

I'd get it on steam but steam is terrible for heavily modded games.

Anyways, I'm gonna try these mods out, might give an actual opinion later.
#6
Your image link to the TiberiumRim mod is to your own message posting to it so it just gives a forum error about permissions.

Anyway I'm downloading both now, looks interesting.
#7
Mods / Re: What would make the game easier to mod?
June 27, 2017, 02:42:28 PM
Quote from: kaptain_kavern on June 16, 2017, 11:47:07 AM
With the new patching possibility it could be nice to have way of triggering a patching "when something happen" in game. Like a research or a comp...
I'm not sure how you think this should work, but trying to patch files during run time would be a lot more complicated than it sounds.

I imagine what you want is the ability to replace a thing with a different thing when a condition is met, which could be useful for a ton of things.
#8
It looks mostly fine to me, have you tried throwing a giant number into it to ensure it isn't working?
10 heat isn't a lot, if you threw 1000 into it as a test you'd know for sure immediately.

If that doesn't work, I suggest trying the heater's method instead of HeatPusher:

<li Class="CompProperties_TempControl">
        <energyPerSecond>21</energyPerSecond>
      </li>
#9
General Discussion / Re: The value of "Mystery"
June 18, 2017, 03:11:05 PM
The way I enjoy playing the game is effectively as a story teller.
Lack of information would weaken this enjoyment because the point isn't that I have to deal with figuring things out, but that my colonists have to overcome the challenges.

Using a game as a medium to make stories offers a lot of interesting possibilities for several reasons so I like to have a good deal of control over the context of the story even as I lack control over the actual results.
#10
General Discussion / Re: Wipe your feet?
June 18, 2017, 02:51:17 PM
Quote from: Ragnarok on June 18, 2017, 12:21:10 AM
Could anyone try this out? A youtuber do a test or something? No flooring at all, flooring only in buildings, and flooring in and between buildings. See what happens and how much dirt gets tracked all over the place.
I can't provide video evidence, but since I started regularly putting 3 wide floor paths leading everywhere I've never needed more than 1 guy on dedicated cleaning duty.

This has a huge up-front cost to mitigate upkeep and I'd wager your colony has to survive for a really long time for this to be cost/time efficient.
For my average colony this eventually costs something upwards of 10000 resources, but that's just a guesstimate.

In the interim, regarding speed, it's better to start your path from both sides rather than go from one side to the other.

IE, it seems like a pawn would rather run over 10 stone tiles and then 60 tiles of mud instead of 10 tiles of mud and then 60 stone tiles.
So the floor starting directly from one area towards another is very important for guiding which path your colonists will automatically take when leaving that area.
#11
The issue with 'total granularity' is that if the scale went from 1-20 then I'd have to click like 100 more times to switch a moderate colony's priorities around, and that's just way too much.

Honestly by the time I worry about the priority of half the things on the list I have colonists literally dedicated to specific tasks, having more than 4 numbers would be redundant to me.

Being able to drag the columns around also seems superfluous to me, but atleast it wouldn't actively lessen my enjoyment of the game while also presumably fixing all the issues brought up so far.
#12
This is a fun mod to have around, but I'd like to point out that the 'Garden Shovel' is actually a powerful melee weapon for some reason.

The shovel does 10 damage (sounds about right to me), but it's about 10 times faster than a knife and also increases movement speed by +1.0 (Jogger gives +0.32 for reference).
This combination grants one the ability to leap out from behind a corner and beat 4 people unconscious before they can react, which seems a bit excessive.
#13
Ideas / Re: Vents
December 11, 2014, 09:47:42 PM
Quote from: absentminded on December 11, 2014, 09:11:10 PM
Quote from: dragonid1423 on December 11, 2014, 04:06:01 PM
  A vent would be built into an already existing wall like conduits do, and would act like an opening, but ONLY temperature would be able to go through these.

What about ONLY temperature AND scary alien bugs.
I mean, why have vents if aliens can't scurry through them and jump out of them at colonists?
Maybe the megascarabs for example could use them, while nothing bigger could.
This would turn the idea from great to perfect.
#14
Mods / Re: Robots!
November 18, 2014, 08:29:17 PM
I think an interesting alternative to having your own centipedes/scythers would be to instead add them to a friendly faction after reprogramming or rebuilding them, so they wander around semi-randomly instead of being under direct control.
They'd still be useful, but not as OP as a relentless player controlled turret that needs neither rest nor food and can take dozens of shots before going down.
#15
Ideas / Re: Cook X meals today
November 08, 2014, 11:29:09 PM
Quote from: ToXeye on November 08, 2014, 07:26:21 PM
I constantly have to tell my cook to make food in this game. It's weird.

How the food decays over time is weird too, because a stack of food can't contain several food items, it can only be a splittable food item.
If you click into the Bill options menu (The ... icon, if I remember correctly) there are 3 settings, "Do X times", "Do until you have X", and "Do Forever", I don't recommend Do Forever because you'll probably lose a ton of food, but you can maintain your number of meals at a certain level with no need to micromanage it.

You can also just grow tons and tons of berries, your colonists can eat them with no loss to morale, additionally you don't have to worry about starving during a solar flare since they don't need to be cooked.