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Messages - mistomaxo

#1
Ideas / Re: Chemfuel trails
November 25, 2017, 04:55:34 PM
sounds good. and, if enemies get into your base and find your chemfuel stocks, they could grab some and make similar mischief with them as well
#2
back where i grew up kids from poor communities in the area used to do this sometimes, quite unhealthy, but thats part of the point of a binge or addiction
#3
Ideas / Re: Your Cheapest Ideas
November 20, 2017, 12:18:59 AM
make maces significantly different from clubs. their statistics seem to be nearly identical right now, according to the wiki
#4
Ideas / Re: Your Cheapest Ideas
November 19, 2017, 10:32:45 AM
Quote from: Viewer on November 13, 2017, 09:08:05 PM
Thanks. To clarify on that point, the party would, when beginning a hunt, assemble at a point adjacent to one another, with the pawn with the longest-ranged weapon firing first, and the others providing support fire when able.

hmm but viewer, what happens when they take down an animal? wont one of them have to grab it an bring it back? will they travel back together as a group or will just one of them grab it and take it back, leaving the rest to continue? wont this eventually still result in a hunter solo hunting as the rest are engaged in hauling the corpses back?

also, i think they should engage at the max range of the lowest range weapon the group has, so they can all fire together.
#5
Ideas / Re: Cannibalism drawbacks
November 19, 2017, 10:26:08 AM
the most sensible drawback in my opinion would be an increased risk of disease, because if youre eating people youre at an enhanced risk of gobbling up germs or parasites adapted to afflicting people, and youre a people, so youll get afflicted
#6
Ideas / Re: Your Cheapest Ideas
November 14, 2017, 02:16:04 PM
catapults. you already have mortars programmed ingame, and catapults could function on very similar basis, but probably limited to a stone that simply does impact damage, and perhaps an incendiary oiljar projectile. for tribal raiders to have a longish range option, and also if the player decides it might be useful.
#7
i think it's great. after a certain point tribals are a joke to deal with. but imagine if they brought wargs and war elephants if they chose to raid you lategame?

frankly, tribals should also have catapult technology to serve as budget mortars
#8
yeah, youre right. despite the hard work going into the caravaning and questing systems, it feels like your colony's the only really living place in a region

when the toxic fallout or the dust plume that causes a years-long winter comes, how are the other factions handling it?

this sort of thing may be well expressed not only thru the comms console, but perhaps thru a new radio/radio tower to listen in on news from other lands, or antenna and dish for your tv to pick up on channels from other lands.
#9
Ideas / Re: Multi-Threading Without Multi-Threading
November 14, 2017, 12:52:40 AM
you have 50 colonists and you want ways to turn off portions of their brains so they arent gobbling cpu power, is that it?

have you considered... allowing in/rescuing/capturing fewer colonists? you can work wonders with some turrets to help in defense
#10
Quote from: Dashthechinchilla on November 13, 2017, 10:56:11 PM
Quote from: mistomaxo on November 13, 2017, 10:46:57 PM
the meteor event thing sounds cool, but uh if like 6meters square of uranium hits a planet from orbit shouldnt like... a big ass area around it be reduced to a crater?
I still want to know how a giant block of sandstone not only managed to survive being put in space,  but also reentry.


well, a little thinking and we can come up with something. another planet far away got hit by something even bigger, huge chunks of sandstone are flung away into space, a huge chunk approached your planet centuries later, but becomes a significantly smaller chunk by the time it meets the surface

but that still leaves the question of why everything within a kilometer isn't a crater

maybe it could be specified that the actual impact site of the main mass was elsewhere on the planet, and thus what lands in the player's map would be a fragment (of native stone or meteor fragment) which was flung free from the initial impact site at much lower velocities, skipping across the countryside until finally coming to rest on the player's colony map

heck, this is almost even better. then the actual impact crater can be added somewhere on the world map and you could send ppl there to look for more chunks of useful ore
#11
the meteor event thing sounds cool, but uh if like 6meters square of uranium hits a planet from orbit shouldnt like... a big ass area around it be reduced to a crater?
#12
Ideas / Re: Your Cheapest Ideas
November 13, 2017, 07:53:30 PM
thats a good idea viewer, and would hopefully cut down on fiascos where a beaver nibbles a lone hunter to death
#13
brutal, but a cool feature. maybe one day vanilla will have toggleable difficulty features menu and this sort of thing can be turned on or off depending on personal tastes
#14
let dressers serve as storage containers for clothing items.

let dressers function as storage containers for clothing items.

a shirt shouldnt take up the same amount of room in the big inventory room as a stack of stone blocks
#15
Ideas / Re: Your Cheapest Ideas
November 13, 2017, 08:37:26 AM
Quote from: Third_Of_Five on November 08, 2017, 02:41:56 PM
Fences 
I want to be able to contain my animals in a certain area to protect them from predators, but it seems excessive that I have to build a full-blown wall just to do it. Fences could work as a new type of structure to fill this gap. Cheap to build, easy to destroy, good for penning up animals. Basically they'd be like sandbags except you can't walk over them. Also fences would be very fitting for Rimworld's western-y style.


Any thoughts? Do the devs already plan to add in some of these?

fences and more variety in barriers in general would be a good plus. imagine stone fortifications with shooting slits, for example. barbed wire. all sorts of possibilities