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Messages - Sion

#316
Ideas / Re: Better path finding
March 28, 2014, 04:40:34 PM
They also completely ignore roads, in the same room described above I tried to lay down a metal floor and clean it (100% walk speed) between the 2 doors, and everywhere else have the worst uncleaned dirt floor possible, it had something like 80% walk speed, they still walked in a V-pattern.
#317
General Discussion / Re: How would multiplayer work?
March 28, 2014, 04:35:00 PM
When I'm thinking about how Rimworld multiplayer would work, I think of it like the old Sim City 3000 where you could trade with your neighbors, something like that.
Maybe you can send your colonists over to trade or raid?

If you send a raid it would be possible to switch view to the other players map?
The battles could take place in a copy of the attacked base, so if you destroy stuff the ofter player wouldn't need to worry about it?
I think you would need to activate a option to make your world available online, because it isn't fun to constantly be attacked by random strangers, or even friends if its too much.
The attacked person could get a alert about the attack and decide if he/she want to participate, or have the AI control the colonists?
#318
Ideas / Better path finding
March 28, 2014, 03:11:37 PM
There is something weird about the path finding for the colonists, they don't like to take the optimal route to their destination, they prefer the long way, here are a example:
http://rimworldwiki.com/Defence_Tactics#The_Death_Room
I use this room as my entrance to my base and the shortest way is obviously a line straight up, but the colonist always go in a V-shape to the left or right depending on if their final destination is to the right or left of the room.
But when you draft a colonist the path finding works great.
#319
In the overview: http://rimworldwiki.com/Overview

Sometimes I would like to move the whole category for all colonists to a higher priority without having to change it individuality.
For example: Hauling usually have a very low priority, but after a raid I want to dispose of all the bodies as fast as possible and that's why this is so useful.

As it is now I only have 2 alternatives witch both involves a loot of clicking:
Alternative 1: use "Standard mode" (do/don't do) and deselect everything with higher priority than hauling.
Alternative 2: use "Manual mode" (1-4) and give hauling priority 1 or something.

This would allow me to use "Standard Mode" more frequently than I do now, because this problem gets exponentially more tedious the larger colony you have, and the ability to slide the categories sideways would help a lot.

Another useful thing to add would be to be able to mix "standard mode" and "Manual mode" so some colonists with simple functions can use the "standard mode" and some that require more complex management can use "manual mode".
#320
Ideas / The comms console needs a receiver dish.
March 28, 2014, 01:43:53 PM
What I find little unreal is that the communication console can communicate with spaceships, especially when the console is inside the middle of a mountain, sure it is in the future... but still.

I suggest that the console also needs a communication disc (size suggestions?) and the disc must be placed outside or at least without a roof over it, so it has "line of sight" to space.

This would make a communication console somewhat of a late game trading,
for early trading I suggest walking traders: http://ludeon.com/forums/index.php?topic=2704.0
#321
Ideas / Walking traders
March 28, 2014, 01:37:43 PM
Instead (or in addition to) the comms console (late game trading) there could be walking traders (early game trading) that visits your base (yes, I have played Dwarf Fortress), the Launch pad could serve as the trading area that the traders try to path find to and you trade as usual but selects the trading person instead of the comms console (this probably means "tiny amount of code to rewrite").

Some neat effects of this:
* Maybe it can be used in multiplayer?
** Like select one or more colonist and send them on a trading mission and they walk out of the screen, and eventually return.
* The trader AI need to haul the goods that they want to sell and buy, so they cant bring much.
* The traders could possibly use some sort of vehicle to increase hauling capacity.
* You can see how the traders look.
* The traders don't have to be human...
* The slave trader can have the slaves follow the trader in a chain or something, for added realism (with a chance to escape?).
* To receive slave traders a prison needs to be built in the trading area?
* The traders can be killed by raiders (penalty for this?).
#322
If I crashed on a remote planet because the ship I was traveling with had been destroyed somehow then I would probably want to go home again, and this is how I would have done it.

With the current Rimworld technology it is possible to build a communication console, and I would think: "Hey I can order stuff from here, then I can also send a SOS message to the trade ship and ask them to either bring me along or send rescue for me", in the worst case I could even sell myself to a slave ship, especially when like 90% of the colony are dead and a huge raid are coming.

If it is impossible to talk directly to the ship and you for some reason are restricted to only send and receive items, I would take one of the metal and use a sharp corner to carve "SOS Send rescue to: <coordinates>" in every potato I sell, and everything else like medicine boxes, but I probably don't know the exact coordinates, but I must know from where I started and probably where my final destination is, so then I would use those instead, or the ID number of the destroyed ship I was traveling with, I mean there must be a police somewhere that eats potatoes and would be little curious when he sees the message on his dinner and would start a investigation.
#323
Ideas / Re: Your Cheapest Ideas
December 25, 2013, 03:01:47 PM
I think it should be possible to tame a muffalo and use them to haul things (like rocks), they should be able to carry something like 5-6 rocks (or like 10 rocks when "back mounted hauling baskets" are researched) at the same time, but (for obvious reasons) they must be controlled and loaded/unloaded by a colonist (like a zookeeper) or they will do whatever muffalos does.

It should also be possible to hunt muffalos for food, I mean they are a huge amount of meat wandering around and waiting to become hamburgers :P

How about a pet squirrel (or boomrat?) to increase happiness?