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Messages - RickyMartini

#1006
Somewhere I remember Tynan saying that the design of the pawns could be changed if he finds someone who does a proper design rearrangement for him. He only said that the colonists will never be more detailed or have more information on them.


Here I found it. If he stays true with his words the colonists may look different in the future:

QuoteIt looks a lot like Prison Architect. What's up with that?

Blame my (Tynan's) lack of art skill - especially with characters. I made the character art you see in the trailer as a stopgap, and borrowed the Prison Architect style because I'm not a good enough artist to develop a new one. They were never intended to be final. With this Kickstarter, we'll be able to get a real artist who can sit down and develop an original style for RimWorld.
#1007
Translations / Re: Official: German | Deutsch
February 12, 2015, 08:38:31 AM
Gibt es irgendwie eine Methode, dir bei der Ãœbersetzung zu helfen? Man findet recht einfach irgendwelche Schreibfehler oder seltsame Satzstrukturen. :)
#1008
General Discussion / Re: Tactics
February 12, 2015, 08:29:34 AM
Quote from: muffins on February 12, 2015, 03:53:20 AM
If you have a big colony and a big kitchen, have a one-tile stockpile for veg and another for meat set to critical near the stoves. Have the cooks drop the meals on the floor. This way your haulers can do the leg work bringing raw food from your main freezer to the kitchen, and meals to the meal pile, leaving your cooks free to just cook at maximum efficiency.

I have to try that.
#1009
General Discussion / Re: Raiders need to steal :)
February 11, 2015, 07:23:43 PM
I'd rather see a similar option for this:

When the raiders sometimes retreat and take every incapacitated body they find then Tynan should enable the fleeing raiders to also take away goods rather than just bodies.

Making them steal as an offensive move would be more difficult.
#1010
General Discussion / Re: RimWorld change log
February 11, 2015, 05:46:31 PM
And fix the adjustments.
#1011
Stories / Re: Your colony's sad days
February 11, 2015, 05:15:14 PM
I hope you didn't forget to skin them and sell their meat.
#1012
Ideas / Re: Air vents
February 11, 2015, 05:12:57 PM
There is a working mod for that.

https://ludeon.com/forums/index.php?topic=8476.0
#1013
General Discussion / Re: Tactics
February 11, 2015, 05:11:26 PM
If I happen to have many snipers, I like making a 1-entry-only colony with the first entrance being exactly when the snipers can reach them, making the enemys walk the longest distance possible while being exposed to my snipers. left and right from the snipers I place the rest of the colonists with other weapons plus some turrets.
#1014
I'm playing RimWorld in german, is there anything one can do to report bad translations, or even report when something isn't translated at all?
#1015
Ideas / Re: Force berry pickers to take stuff home
February 11, 2015, 02:03:04 PM
You want them to haul 3 berries back to the base everytime? It's true they are littered everywhere but essentially it takes a shorter time that way because colonists then haul as much as they can when the task is done.
#1016
A part of the game is randomness anyway, you can help that by reshuffling. I understand that sometimes you want to start up with the perfect colonists but who would want to destroy the games spirit by just cheating like that?

And yeah I do that often, sometimes for over a minute until I have at least one psychopath.  ;D
#1017
Well the problem with that is that you are micromanaging all the time..... The issue is with that, I know it's possible to somehow make it but it shouldn't be like that
#1018
Ideas / Re: New action "Take cover" for raiders
February 11, 2015, 12:41:04 PM
Well my original idea was that besides having attack tasks a task could also be to seek cover first. With that an enemy sniper would also just wait before advancing and thus making him a bit more challenging.
#1019
General Discussion / Re: medicines and treatments
February 11, 2015, 09:16:37 AM
1: Medicine has an impact on wound treatment. It affects if the wound is treated good or bad and it affects how the wound heals. Herbal has the least amount of effect

2. Same as Question 1 and you can also look here for exact stats on treatment.

3. Glitter and normal meds have to be purchased from traders.

4. At the moment operations are only possible with normal medicine and have no negative effects on colonists. Also the skill does not affect amputations atm.

The next Alpha has changed and adjusted some issues with the health system anyway so stay tuned.
#1020
I'd have to agree I don't like the idea of this game in beta and on Steam. It wouldn't have problems getting good ratings though. Considered some other betas that didn't bring what they promised on steam, RimWorld would be pretty decent compared to it.