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Messages - Eviscerae

#1
Ideas / Re: More mean things for raiders to do...
November 05, 2013, 03:05:01 PM
or, god forbid, they sit there and build a settlement.

How unnerving would it be if you're now competing for resources with an NPC group of raiders who occasionally kidnap colonists, steal food, and sabatoge your power?
#2
Ideas / Re: Suggestion for different power grids
November 05, 2013, 01:42:06 PM
I was assuming that since there was an almost constant rain, that my solar panels were unable to keep up with the drain, but that just leads to topics of more alternative energy sources like wind power, fossil fuels, etc.

I have the game saved.  I'll have to load it up when I get home and play with it some more.
#3
Ideas / Re: Suggestion for different power grids
November 05, 2013, 11:33:12 AM
thanks for the reply.

I wasn't aware that certain items can only draw from certain power sources.  But even with this being the case, I think there's still room for thought about adding an ability to direct some of the power, or at least have a bit more control over it.

I'd like to drive several banks of batteries with a farm of solar panels and be able to dole out the energy of each bank to certain places.  With the geothermal generator providing power to, say, living quarters, it would be nice to simply put other areas on grids maintained by banks of batteries, or other power sources.

Granted, I could simply just disconnect them.  I concede that.  My problem may be that the DF player in me starts carving into the mountain almost immediately, striving to make efficient areas of interconnected tunnels and passages. This often leads to sprawl that can't be supported by the power I'm generating.

Maybe prioritize the power distribution in this case.  Living quarters are most important, and should have highest priority along with prisons, hospitals, etc.

Then you get into transfer.  If grid A is under heavy load, you can shift some of the draw to grid B that has extra power.

This was basically what I was trying to do.  Charge up a ton of batteries with a Solar Panel farm and lessen the load on other power sources.  It didn't work out that well, though. :)


The American power grid structure is extremely complex and very hard to manipulate.  I'm not looking to complicate things in this manner.  I'm suggesting that with different power sources, comes different means of storage and ways of transfering power during times when portions of the grid are under heavy load.

I think it would make for a great addition to the game, personally.
#4
Ideas / Suggestion for different power grids
November 05, 2013, 09:37:08 AM
My apologies if this was suggested before or is covered in a different topic.  A cursory search through the suggestions thread didn't yield anything.

First, the background:
As i worked my way through several games last night, I noticed that once I got established and got things fairly under control, that power became a concern for me.  Not that I didn't have enough, but that the rainy planet I was on wasn't providing enough solar energy to charge the bank of batteries i had nestled in the mountain-side , away from all the rain (Brilliant idea to have them blow up when exposed to things like lightning, btw).

Anyway, my batteries wouldn't charge fully and I found that if i destroyed walls such that certain portions of the "Grid" were cut off from others, that things ran more efficiently.

This brings me to my suggestion.

I'd like to see a way of separating power grids for a colony.  Maybe taking the solar panels and batteries you have set up and putting them on one grid so the drain isn't as heavy on the batteries while another grid ran off the geothermic generator.

I think a very simple solution to this would be to provide "non-conductive" walls, or walls with no wires in them that completed a room, but didn't have wires in them such that a grid could remain isolated.

A deeper dive could go so far as to have different color-coded or otherwise represented grids so you can limit the amount of draw you have on given sources, the ability to direct power to only batteries while running on other forms of power so you have a reliable backup, and putting in AI that would (as my father would say) "TURN OFF THE DAMN LIGHTS!".  ;D

I think the power grid is a wonderful meta-game with the colony and fleshing it out would go a long way to adding even more depth to this wonderful game.
#5
Stories / 3 sexual deviants crash land on a rock...
November 05, 2013, 08:54:49 AM
... All but one die to raiders and one died to an insane muffalo.


I took 3 sexual deviants down to the planet (didn't matter what their skills were, just that they were all sexual deviants) and well, things didn't go all that great.

I landed in a nice open area next to some terrain and immediately began to set up a camp by digging into the rock.

Things were going well until i realized that all i had to defend myself was a pistol.  I realized this as the warning came across my screen that the raiders were about to attack.

Raiders attack, and thankfully it's only one and he goes down quickly.  Sexual Deviancy wins the day!

I put him in prison and he quickly turns to the side of the just.

Not willing to learn my lesson and create defenses, I carry on building science'y stuff and the game informs me again that there are raiders attacking.

Again my only defense is a sexual deviant with a pistol.  :o
We got this!

only, we didn't.

3 raiders come, incapacitate all but one and the deviants barely escape with their lives.  Thankfully, one of my sexual deviants was more than happy to put his camrades in a dark, unlit chamber and occasionally give them food.

Then, to his surprise, a muffalo (we'll call her Flarice Barling for copywrite reasons) goes insane on the front porch and ends up knocking our hero (we'll call him Muffalo Mill for copywrite reasons) out cold and then wanders off.

All prisoners guests die from their wounds.
:'(
#6
General Discussion / Re: Check your email
November 04, 2013, 03:46:21 PM
Just got my email.

screw Arkham Origins.  Screw Assassin's Creed 4.  I'mma play Rimworld tonight!
#7
Creative Rewards / Re: Looking to create "Me++"
October 30, 2013, 06:42:20 PM
i actually like Tynan's direction.  Nothing about how he got where he is, but I really like the idea of "Maybe this guy isn't on the up-and-up".

The absent minded smarty-pants that had "oops" moments a few too many times.


Now Tynan has to implement catastrophic research failures!   Oops!
#8
Creative Rewards / Re: Looking to create "Me++"
October 30, 2013, 05:13:50 PM
Sounds good to me.

Maybe he/I was some sort of engineering guru testing some new equipment.  Catastrophic failures of safety-critical software have been known to cause premature evacuations in some space faring vessels.   :o
#9
Creative Rewards / Looking to create "Me++"
October 30, 2013, 01:38:23 PM
I lead a pretty normal life.  I'm a software engineer for a prominent defense contractor specializing in military radars and sensing equipment, married, have a house, and 2 gigantic Maine Coon cats that are our pride and joy.

I grew up in the suburbs, went to college, married my high school sweetheart, and I have a good-sized scotch collection. :)

I'm a gamer (both meat-space(tm) and virtual) who enjoys head-to-head tactical war games.

I'm pragmatic, logical, and can be fairly creative when i can get an idea formulated of what I want to do.


I'd like to create myself in RimWorld, but my problem is I'm having a hard time coming up with something that'd be interesting as... well... I'm pretty normal. :(

I'd much appreciate any thoughts you guys have that might help get some of those creative juices flowing.

Thanks in advance for your replis.