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Messages - Malicar

#1
Quote from: HatesYourFace on August 14, 2014, 04:41:45 PM
I'm not sure I understand? I started playing RimWorld in like Alpha4 and I've always played full screen in 1080p...and that's on a fairly average gaming laptop. You shouldn't have any problems doing the same on a Desktop with a GTX780? What optimization are you talking about exactly? I even play this game sometimes on a decrepit old dinosaur of a desktop with a Geforce 6100 nforce405 which is a built in graphics card with a 400Mhz Core clock, no shader clock, and no memory clock... Oh and a whopping 256Mb of built in ram lol! And yeah...on that rig I have to window it, but it still runs fine. I can't imagine you would have any sort of problems at all with a modern gaming card like that?

I'm pretty sure Fullscreen remains unoptimized in Alpha 5. Last time I checked it was performing horrible with mad stutter for no apparent reason. If you go back far enough you will see that when asked about such issues that were also present in Alpha 1 Ty has told us to just use windowed mode until it's optimized properly for fullscreen.

Also just because the game works on one configuration doesn't mean it will for another and even then if the drivers being used aren't similar builds you will again see a discrepancy if big changes are made such as the Nvidia 337.88 drivers. It really depends on what Ty is basing his framework on and what hardware he is using. I've run Rimworld Alpha on GTX 570 and GTX 780 and it's the same for both. Unoptimized with same problem. So wether it's an issue specific to Nvidia or not I just wondered if any work has been done on the fullscreen support.
#2
General Discussion / Fullscreen Optimized for Alpha 6?
August 14, 2014, 04:26:28 PM
Hate to bother you with fullscreen nagging but I'm dying to run Rimworld in a true native fullscreen mode some time soon. Does Alpha 6 finally address fullscreen performance or is that still work in progress? If not can you please do some fullscreen work for an upcoming build? My GTX780 is bored of Windowed mode ty Ty :)
#3
Ideas / Re: Hire Ben Prunty for the Music
January 15, 2014, 06:56:45 PM
I see Alistair Lindsay has done some work for Frontier. Quite a bit of it actually. Very nice. I just picked up Roller Coaster Tycoon 3 Plat during the XMAS sale on STEAM. Need to support Frontier for Elite Dangerous which is looking just amazing and might be a big sleeper hit. Looking forward to Alistair's music in RCT3 after listening to music on his site. I also have Prison Architect but I don't remember hearing any music :)
#4
Ideas / Re: Automated Units.
January 15, 2014, 06:37:45 PM
Quote from: Trensicourt on January 15, 2014, 06:27:45 PM
Why not a SCV from starcraft where you put a person in it? An economy version of it?

Or a mule that has a timer or deficiency rate or constant recharge(like 2 batteries per mule)

MULE
Great name for it. Pays homage to Danny Bunting and MULE while keeping true to the spirit of the game. Could be used to survey land among other things like remote construction of solar arrays etc. Oddly enough I can feel a bit of MULE in this game even in the pre-alpha. Not sure if that's intended but it just has that feel. Perhaps it's because it's also an rts colony building game I enjoy.
#5
Ideas / Re: Automated Units.
January 15, 2014, 04:35:11 PM
You could have it fall from orbit as wreckage at some random point. You could have a trader in space selling it or maybe you even find one on the planet surface. Perhaps a roaming trader on the planet has blueprints to sell. Thing is in FTL the defense robot was unique and took up an eq slot if I remember. So naturally you would want it balanced to have just one and it would consume energy etc and have to recharge.

Would still be a nice addition. Robots are common in space exploration and travel. Just need that right balance yet still make it a viable option and still random so you don't always find or have one.
#6
Ideas / Re: Hire Ben Prunty for the Music
January 14, 2014, 10:58:57 PM
Quote from: Galileus on January 14, 2014, 09:37:00 PM
Alistair Lindsay is already on the job.

I wasn't sure if you guys had the music lined up yet.  ;D The Prunty colony shall live on!
#7
Ideas / Hire Ben Prunty for the Music
January 14, 2014, 07:21:39 PM
I'm not sure why but Rimworld and Ben Prunty's music seem to compiment each other. From the FTL score to his other albums it just works so well with the game I thought I would recommend him. I can't think of anything more fitting.

http://benprunty.bandcamp.com/

#8
Ideas / Re: Automated Units.
January 14, 2014, 05:28:00 PM
I think robots make perfect sense. Like in FTL building a defense droid has it's uses but in no way replaces a human really. It compliments them when they are short on manpower for a specific role. Plus robots are just fun. Wether it cleans, chats, repairs, cuts grass, grows plants, hauls stuff and or fights raiders and or fires. You could use them as decoys or to draw fire. Perhaps like a shiv with suppression mounted weapon or fire suppression system. Endless options with droids and how you work them in. I'm assuming your an advanced form of terrans if your colonizing the outer rim. Either way an engineer makes perfect sense to compliment the machines.
#9
General Discussion / Re: Roof Collapses
January 14, 2014, 04:32:56 PM
Quote from: Plasmatic on January 14, 2014, 03:33:18 PM
If you build it right, you can collapse it on raiders which is pretty nifty.. only problem is the excessive scrap left..

Damn thats devious and I love it LOL... Would have worked perfect As I had the array split into 4x4 with 2x2 concrete around each hub and walled entirely cept for the entrance and exit which was the path most southern raiders took  :o
#10
General Discussion / Re: Roof Collapses
January 14, 2014, 02:57:24 PM
Heh I tried to wall my Solar Array up and then provide a secret access tunnel from the mountain base. However I didn't realize it would try and put a roof over it so it says something along the lines of not enough room to close roof and you see this little sliver of light cracking through the top of the roof. So then I figure ok I'll remove some of these wall segments LOL. Next thing I know the roof is collapsing but only in certain areas where I removed the supports. Great mechanics I wasn't expecting anything to happen. Had to reload but collapsing roof is pretty cool and was funny at the same time as I destroyed my entire array.
#11
General Discussion / Re: Insufferable Fires
January 13, 2014, 03:37:08 PM
Quote from: skiddyfisk on December 18, 2013, 03:26:30 AM
You can make concrete firebreaks around your buildings so at least grass fires won't spread to them.

Thats such a good idea. I have days where it's time to cut some grass and everyone goes out and starts weed wacking around the perimeter LOL. Time to pour some concrete... and another cup of this coffee. Too bad they don't have coffee on the Prunty Colony heh.
#12
General Discussion / Re: Difficulty scaling?
January 13, 2014, 03:29:03 PM
Took me quite a few games before I finally managed to get ahead and get a decent colony going and ample defense with weapons and money etc. The challenge of it kept me coming back for more and it was quite rewarding to survive some of the "moments" this game puts you through.
#13
So far I've been the good guy and  keep them fed and leave them alone until they are awake and ready to talk heh. I do feel a bit strange kidnapping travellers or arresting them per say but then again they are on our land.

I wonder in the future if the travellers will stop by and offer to join on their own if they are friendly and certain requirements met or something. Maybe even traders walking past and what not. I'll try the bad guy approach eventually heh. Would also be nice to have a robot cleaning up or defending or something interesting with boops and beeps. Maybe even fireproof robot putting out fires.
#14
General Discussion / Re: Introduce Yourself!
January 12, 2014, 11:52:05 AM
I think I found out about the game from someone in the Star Citizen chat lobby when we were talking about indie games and the state of the industry. Few titles such as Banished and RimWorld with small dev teams were the talk at the time. Friend told me about the Alpha though and how I could support the game early. After playing the Alpha it was clear this game had the potential to be better than anything else like it. I'm actually really impressed with the Alpha even though it's placeholder and largely unfinished. I wanted the game to have the support it deserves and that's why I chose to support it early. Looking forward to playing new builds and then the STEAM version when it's released. I'm also interested in debugging and making some suggestions along the way. Everyone I've shown or told about the game likes it. Keep up the good work!  Ahh how cute I'm a refuge heh!
#15
Support / Re: Payment options???
January 11, 2014, 11:59:02 AM
Quote from: Tynan on January 11, 2014, 11:44:39 AM
I think it accepts direct CC without a paypal account, doesn't it?

I'll look again but I thought I just saw PayPal options...

I guess I can use CC then. I thought it was trying to get me to sign up for a PayPal account. Yes I'm getting OLD lol. It even says so clearly on the front page lol. I guess I was just too excited about the game heh.

Anways I have pledged and again thank you for responding so quickly and thanks for making this game. Happy New Year and may the universe grant you all your wishes :)

I must now play more RimWorld with the FTL soundtrack and this fresh cup of Vanilla Coffee...