Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Involved

#1
Heyo,

http://imgur.com/dCDtqAX
Please refer to the screenshot at the link! The font is squares and unreadable - Help!

I've played Rimworld for years, and never had this problem with any previous version.
I'm using the Mac version. It happens both in the stand-alone version and the Steam version, on all screens.
I've changed language, resolution, full-screened it, re-downloaded, re-installed, re-started - you name it!
Even tried installing one mod I found that changes the font and enabling it in-game, but it didn't appear in the mod list (its in the right folder, maybe its out-of-date for this version or something).
I don't know much about computers so maybe its something to do with my computer's graphics or something, but its strange that this has only occurred in alpha 14.

Advice please!
Thanks in advance.
#2
Ideas / Re: New trait ideas
September 21, 2014, 02:21:49 PM
I also think the pyromaniac trait is a good idea, and others like it. I'd love colonists to spontaneously do something positive or negative based on chance or their mood. It makes them more unique and real.

Haha! I just thought about a 'Sleepwalker' trait, where they have a chance of randomly arising at night and wandering slowly about with little z's coming from them. It'd be so good story-wise and make players smile/laugh.  ;)
#3
Ideas / Re: Fences
September 21, 2014, 09:33:14 AM
I'd really like a fence. Even if it performs exactly like a wall, having it look like a fence would mean a lot to me. It's strange to have to use walls, for non-buildings I mean, bared wire or something like it makes much more sense.
#4
Ideas / An opposite to psychotic break
September 21, 2014, 03:43:33 AM
I really like the mood system, it makes me care about my colonists and their environment. What would be nice though is an opposite to psychotic break, so when the mood bar is very high, there is some positive effect. I'm thinking something like work/walk speed increased, or a boost to skill levelling speed. It can either be a constant buff if it remains high, or have it a bit selective, like it can happen but doesn't always. A notification to say one of my colonists is feeling happy/inspired and so has increased work speed for a few days would be so nice. What do people think?
#5
Ideas / Re: New trait ideas
September 21, 2014, 03:31:29 AM
These are great! I like that there are negative ones.

An 'Equanimity' or 'Calm' trait would be nice, where they remain neutral mood forever, or if that seems too OP/hard to implement, have mood modifiers affect them to a lesser extent, say only 20%.
#6
Ideas / Re: Mechaniod Queen: The ultimate endgame enemy.
September 19, 2014, 05:52:37 AM
I support the idea of "bosses". These can be linked to random events, diplomacy, maybe even discoverable on the map, say a colonist walking through the desert awakens a giant whatever, and it appears - Run!!! As for the details of their size, abilities, I'll leave that to Tynan, these things are hard to balance.
#7
Ideas / Re: temperature
September 19, 2014, 05:40:32 AM
Quote from: stefanstr link=topic=5368.msg60422#msg60422 date
BTW. If this gets included, I think the game shouldn't start in January anymore. Preparing for winter would be one of the primary goals (as it is in Don't Starve and Banished, for example, and it is a lot of fun).

I'd prefer the date to be random so each game develops differently. And this makes sense with it being an emergency crash. What seems to be developing here though is not just the different biomes with their constant climates, but varying temperatures throughout the year, like seasons. This could tie in with the weather effects and really make each biome and game unique! Yay for deeper replayability.

Concentrated lightning storms, blizzards, droughts, flooding maybe? I'm seeing it already, an alpha called "Seasons". I'm definitely with you when it comes to wanting more serious threats, besides increasing raids/types of raiders. The planet needs to be a formidable foe sometimes too!
#8
Ideas / Re: temperature
September 19, 2014, 03:25:46 AM
I like the idea of temperature affecting mood and health/diseases. Having heaters and fans and freezers would work well. I'm unsure about clothes though. I'd like a mood penalty for leaving a cool/warm base to go mine outside, in desert or ice. The mechanic could be about a circular range emanating from the radiators etc, much like Theme Hospital worked. And an option to increase the range by using more power would be nice. Powercuts would be so scary if your colonists would then start to freeze to death!
#9
Ideas / Re: Uncertainty Veil (Fog of War)
September 18, 2014, 05:01:04 PM
Just bumping this fog of war thread, just because I'm new here and would love this to get implemented. Automatically knowing where everything is after being forced into a crashed landing on an unknown planet/region makes no sense. Exploring would be a great thing story and choice-wise, to discover what you have around you, where to look first etc. it'd be exciting to come across a geyser etc. By all means for those who don't like it, give an option at start of game or researched technology that would remove it, like a satellite as suggested above.
#10
Ideas / Re: Release prisoner
September 18, 2014, 10:22:11 AM
I'd enjoy this option. Recruiting or killing needs something in the middle, and the rep boost from releasing is a nice touch in my view. Maybe even recruiting them could add a negative rep to their original faction, so it adds more tactical depth to prisoner handling. I currently find it's too easy to recruit from raids, there should be consequences. 
#11
Ideas / Re: Colonist management
September 18, 2014, 10:11:06 AM
Great idea. It's quite difficult to get an overview of what skills are present and well developed in the colony. Also, like said above, a way of defining certain colonists into a group, say fighters, would create easier selection for sending into a fight/moving/using tactics. There is even a story-driven aspect if you can name the group. Like someone becoming part of base defense, hunting party, farmers, it's a way of managing and defining colonists.
#12
Ideas / Re: Random idea for turrets
September 18, 2014, 09:57:58 AM
It could be done by equipping empty turrets with found or made weapons, or just having different types of turrets placeable. I'm quite enthused about the idea of a tesla coil or lighting cannon type turret, making use of the lighting graphic (maybe smaller, even different colour). This could use a lot of power to fire.
#13
Ideas / Re: Visitors Mechanic - Entertainment
September 18, 2014, 07:30:58 AM
That is a great list. Might I add that the number of visitors needs to be linked in some fashion to the amount of colonists/wealth, much like raids are. I wouldn't want lots of visitors turning up to a small colony and eating all the food, even if they pay for it, it would be crippling. And as something extra nice, why not the odd special event whereby a very highly skilled/unique character turns up? Sounds exciting from both gameplay and story perspectives.
#14
Ideas / Re: Sandbricks or sand instead of wood in desert
September 18, 2014, 07:22:50 AM
I'm all for different biomes having unique resources. Like ice blocks for the tundra when it is implemented - yay for igloo living!
#15
Ideas / Re: Mushrooms, Mycoprotein and Vegetarianism
September 18, 2014, 07:16:41 AM
I've been hoping for a vegetarian trait because it would add depth from a character/story-driven viewpoint. How this should affect the character though I'm not sure. I think with the current system of cooking and growing being so basic and without technological progression, even a negative mood penalty for eating meat makes little sense at this time, after all why would a vegetarian colonist ever eat meat? There are potatoes, strawberries etc instantly available to grow, despite no seeds or whatever needing to be found, bought or researched. The genetically engineered potatoes, for instance, should only be available to grow after having been researched. If having crashed landed there are only animals on the terrain, like in the desert or future ice regions, and hunting is the only available source of food early game, then vegetarianism makes more sense from a gameplay perspective.

Incidentally, from having different aspects of food production researchable/acquired, more immersive gameplay choices would open up based on colonists traits and environment, which of course is variable, leading to every new game proving new challenges and opportunities. To go for food production research because there is little meat on this map, no farmable land, all my starting colonists are veggie or to go for defense tech because I feel an attack incoming and my colonists this time are psychically sensitive assassin cannibals?

Just some thoughts for us to ponder. Oh, and I am a veggie!