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Messages - Flebe

#1
1. Yes they are, however once you have a few colonists with ranged weapons it becomes almost impossible to not hit most of you 'fighting flock' and possibly kill them.

2. I would say that the chances that stray projectiles hit them and wound them could be altered to include the size of the animal, for example a bullet it less likely to hit a squirrel when it misses, however would be more likely to hit a Muffalo.

3. after i get around 3-5 colonists with ranged weapons i just keep them out of combat all together to avoid losing most  of my animals.
#2
Mods / Re: [Request / Help] Custom game modes
June 17, 2015, 10:21:50 AM
Yea that would be perfect
#3
Mods / [Request / Help] Custom game modes
June 17, 2015, 08:11:56 AM
Hello,
I need some help making a small mod that just adds a few game modes like a mode where there are no raids but there is constant Chemical fires or Volcanic eruptions.
If I can get some help that would be swell thanks guys
#4
Video / Re: Flebe Plays Rimworld (Alpha 8)
February 06, 2015, 02:47:48 PM
Sorry it's been a while but here's the next episode :)
https://www.youtube.com/watch?v=HMAezY-ZWOo
#5
Video / Re: Flebe Plays Rimworld (Alpha 8)
January 28, 2015, 04:44:32 PM
I hope you guys enjoy this one :) Shame I seemed to have recorded 10 minute episodes recently but at least then its more watchable or gives a good idea of the series
http://youtu.be/NhEswhM-mrk
#6
Video / Re: Flebe Plays Rimworld (Alpha 8)
January 25, 2015, 04:56:40 AM
Should have been up yesterday :') But I forgot to press Publish
http://youtu.be/ZJFRbdMj_ts
#7
Video / Re: Flebe Plays Rimworld (Alpha 8)
January 24, 2015, 06:53:31 AM
Sorry This episode messed up when I uploaded it so here it is a bit later than expected
http://youtu.be/wifgK4JeNeg
#8
Video / Re: Flebe Plays Rimworld (Alpha 8)
January 22, 2015, 09:56:22 AM
#9
Video / Re: Flebe Plays Rimworld (Alpha 8)
January 21, 2015, 09:51:55 AM
As I'm dying of illness I now have time to edit my videos :') so here you are guys the 3rd episode
https://www.youtube.com/watch?v=4gnbddUsWik
#10
Video / Re: Flebe Plays Rimworld (Alpha 8)
January 20, 2015, 02:43:34 PM
Sorry it's been a few days I've been very ill but heres the next episode :)
https://www.youtube.com/watch?v=V3I-laJMzl0
#11
Video / Flebe Plays Rimworld (Alpha 8)
January 14, 2015, 01:51:56 PM
Hay guys it's been a while and a lot of updates but i've finally come back to play a lot more rimworld. I have a whole series planned where my goal is to make 30,000 silver and thats where we begin in this first episode. Hope you all enjoy :) and maybe this will be a success as the last series :3
https://www.youtube.com/watch?v=5mC14Xv0zYk
#12
Mods / Re: [Request] AI Network
July 07, 2014, 01:16:29 PM
Exactly :) what could possibly go wrong
#13
Ideas / Re: Trading interface?
July 07, 2014, 05:13:11 AM
Hes got a Huge point. I must spend a few minuets at a time just dragging the slider to sell strawberries. I would say keep the Slider but also have a interface where you can either enter a value with a keyboard or at least like the interface on a Cooker/Butcher table/Stone cutting bench/Machineing Table/Slag refinery   
#14
Mods / [Request] AI Network
July 07, 2014, 05:01:59 AM
Hello Guys I've gone through a few pages and couldn't find anything but I had this idea.
What I would love to see is some form of AI network, working similar to the Power network, That would require some form of AI central computer that would then be wired up to things like Doors, Turrets, mortars, Trade com and maybe Power sources later (for example turning on and off a power source that requires fuel if power is stable it turns off but if its dropping then turns it on).

I think that this would add a lot to the game as it could really change the way that the game works. For example you could hook the AI up to a turret or two making them work and maybe even the AI would learn how to aim better as it shoots more people. Hook the AI up to a mortar and it would take random shots but maybe they would not be accurate and may even end up doing a bit of damage to your own base. Perhaps a trader comes along and your colonists a busy then the AI could communicate with them and you could give the AI simple instructions like 'Always sell [All] (amount specified) [Potato] (Item specified) If possible' and then the same kind of thing for buying. Maybe as well The AI could be used for research as this would help the colony a lot from taking up people to do pointless work.

One thing that would help balance this system would be the possibilities of having to add more AI processors to the Core to make it work with specific things, For example a 'Learning core' for doing research and a 'Communication core'  for trading, and perhaps for the defense side they would need more processors to be able to handle more turrets.

Another thing to help balance would be Random AI breakdown where the AI would start trying to kill all of your colonist Turning off power to say lights and doors whilst aiming the turrets at the colonist them self's and gunning them down, The mortars would probably not aim at the colony as it would risk hurting its self, The only way to then fix the AI would be to get into the room with it and Re-program to fix the error that would preserve all Knowledge from before, better aiming and all that kind of stuff it learnt, but there would also be an option take away its power that would deactivate AI but meaning that you lose all Knowledge and needing to be re-programmed any way.

And one last suggestion all of the different cores, processes (and their upgrades making AI be able to handle more systems and Turrets), Fibre optics (increases efficiency of transition as before you would use the Power cables to send the information) and also Wi-fi (Allowing you to build a transmitter that would connect with receiver that would then be hooked up with other machines that could then be made as an upgrade for the machines them self's) Could all be researched meaning that to begin with your colonists would have to put in effort to get the AI and say the 'Research Core' to them leave it to them.

Any way that is enough For now. Thanks for reading and if any one could help with this that would be grate and I hope you Like It :)
#15
Ideas / Re: Sewing Bench
July 07, 2014, 04:19:40 AM
This is a really good Idea and could help a lot with protecting your colonists and how much damage they can take, It also would help with making your perfect colony as you would make all your colonists ware the same cloths :3