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Messages - Spectre

#31
Quote from: JimmyAgnt007 on October 07, 2015, 01:59:20 PM
Maybe just have visitors able to unlock doors when they want to leave.  That way we cant trap them (without building walls to block them).

I certainly think we should be able to lock the door but those trapped inside should eventually recognise they've been trapped by the colony (relationship decrease) and instead of just waiting to die they should pretty much immediately start trying to smash the door down the moment they recognise they've been trapped. This gives the player some time to spring any elaborately designed trap the player may have created and it hopefully stops the player 'harvesting' guests at no penalty.
#32
Yeah you're getting the cramped debuff because of the things in the room, which also includes pets. To be honest I just ignore the cramped debuff because it wears off as soon as they leave the room and they don't have their mood reduced when they sleep anyway.

I did try and make their rooms as big and beautiful as possible but in terms of resource cost, space their rooms need and the minimal benefits they get it's simply not worth it.

Now my original three colonists get a 5x5 room and the rest get 3x5 with lighting a plant pot and carpet. I've never been in a situation where I've thought 'Damn! I could of avoided that mental break if their room was slightly bigger!'. It might be worth doing their rooms up if they have the greedy or jealous traits but in my colony if you're gonna bitch about your room you're going to find yourself having a pretty nasty incident in the kitchen.
#33
Quote from: Louisthebadassrimworlder on October 07, 2015, 01:17:07 PM
I believe not.

Welp I've just wasted a ton of silver making my kitchen sterile. Ahh well, maybe it's something Tynan could think about adding in the future, I mean it does make sense.
#34
I think the problem with backstories at the moment is that you have unique 'characters'. Dark Eye the assassin and Min the pop idol are good examples of this. Having them show up time and time again is a little bit immersion breaking, then again they just might be the most unluckiest guys in the universe and they just keep crash landing every time they are saved. Removing unique characters also opens up those back stories to be used by other pawns, but on the flip side we lose those 'Oh Hi Dark Eye!' moments.

Also another thing that would be good to change is backstories being linked to body type. I understand the idea behind it, solider types are big muscular guys and so on, but having their body types randomised would be nice.

Then of course Tynan could just add more backgrounds to the game, it's a shame that creating a background was a backer incentive because just before 1.0 the forums could have come together and written tones of backgrounds and Tynan could of put the best in the game.
#35
Out of interest does the cleanliness of the kitchen have any effect on the chances on getting food poisoning? Or is it purely the cook's skill.
#36
Two power claws. I love ripping them to shreds, though you don't get many survivors.
#37
General Discussion / Having a modded and unmodded game?
September 28, 2015, 11:01:01 AM
Hey guys. I really love the ultimate overhaul pack, but also like to mess around with vanilla with just a couple of mods like EDB's Prepare Carefully.

At this moment in time I'm having to uninstall everything, delete saves etc if I decide I want to move to overhaul pack back to vanilla and vice versa.

Is there a way to have two installs of Rimworld on the same system? Without sharing the same save location?
#38
Excellent suggestions especially the 'butcher after a certain amount' and the master/pet relationship. I've essentially stopped having the master/pet system in my games because poor Doggy Ruffson always inevitably gets caught in cross fire. I think having animals in 'squads' perhaps and being led by an 'animal master' so they can be quickly drafted and used in combat may be a solution. Perhaps the animal master can also only control certain amounts of creatures based on his handling skill.
#39
General Discussion / Re: One pawn play through.
September 19, 2015, 08:13:33 PM
Quote from: TLHeart on September 19, 2015, 08:09:34 PM
Quote from: Spectre on September 19, 2015, 05:48:48 PM
I'm just wondering would raids become insane after awhile? I'm still not quite sure on the relationship between raid strength and colony wealth. Does raid strength go up over time anyway? Or is it only directly effected by colony wealth?

So if I wanted to play as a single guy called Paul who lives in a 2 x 1 wooden house, and his only possession is a stick called Mike would 30,000 power armoured pirates eventually feel the need that Paul and Mike are an affront to their senses and murder them?

NO, the vanilla story tellers will keep sending wanderer joins events, as the minimum number of acceptable colonists is 4.

I understand that colonists count towards a colony's worth. But if you turn those wanderers into meat and leather, then surely that would keep the colony wealth down? Again, if someone who can explain this system to me could, I'd really appreciate it.
#40
General Discussion / Re: One pawn play through.
September 19, 2015, 05:48:48 PM
I'm just wondering would raids become insane after awhile? I'm still not quite sure on the relationship between raid strength and colony wealth. Does raid strength go up over time anyway? Or is it only directly effected by colony wealth?

So if I wanted to play as a single guy called Paul who lives in a 2 x 1 wooden house, and his only possession is a stick called Mike would 30,000 power armoured pirates eventually feel the need that Paul and Mike are an affront to their senses and murder them?
#41
Mods / [Mod Request] Shadowrun
September 08, 2015, 09:37:32 PM
I think this would be an awesome mod for those of us who love the Shadowrun universe. Most of vanilla actually fits pretty well already for a Shadowrun style game, so we already have the 'tech' but I thought talented modders could take the idea further.

Metahumans

Elves, Orks, Trolls, Dwarves etc ideally they would be their own 'race'. We already have human as a race, however I've noticed there isn't an abundance of alien mods out there so I imagine modding those particular things isn't easy. Ideally we'd have each individual race with their own sprite and stats, but perhaps the trait system could be a work around? A human with the Elf trait, for example, wouldn't ever get frail, bad back, cataracts (things that the game give 'old' people), the Troll trait would perhaps have higher individual hit points for each part of their body and a +5 to melee. You see where I'm going with that. However I have no idea if traits are completely random when it comes to outsider pawns (it would be odd to see a human with the traits 'Elf, 'Dwarf', 'Troll')

Magic

Unfortunately I doubt we will be able to really get into the intricacies of magic like in Shadowrun, however I have noticed that some mods do add skills not in vanilla like fishing. So I was thinking that 'magic' is still a weapon, like some sort of talisman, which shoots some ball to represent magic. We could have that skill be incredibly rare if possible, even better would be that almost every character has the equivalent of 'incapable of violence' or 'incapable of magic' so that most pawns can't use said items.

These are just some hastily typed out thoughts and would welcome anyone adding their own thoughts.
#42
General Discussion / Re: House Rules
September 08, 2015, 08:25:46 PM
Quote from: TheGentlmen on September 07, 2015, 11:22:06 PM
Get the hardest of hard mods. Always go in the coldest/hottest place on the map with mountains... Don't make kill boxes..

Try note to cheat and use godmode :)

I'm tellin ya... the developer tools need to be locked behind walls and walls of work and effort to get too... so I end up cheating less...

Wait... So you purposefully get the hardest of hardcore mods, start in the harshest environment possible then just cheat? I have a suggestion, play temperate forest without save scumming first. That's usually a challenge in of itself.
#43
Quick question, I just wondered if there was a difference between building a workbench out of the different materials? For example does a steel tailor bench create better quality items that a wooden one?
#44
Quote from: TMAN80SS on September 04, 2015, 06:27:46 AM
All of you pesky raiders and cannibals, can't you all just get along!? :P

Joking out of the way, I always find myself rocking some type of farming colony; Mass producing plants and bi-products from crops and selling them out. Now with animal breeding (IF I WERE ABLE TO DO IT! *rage*) I can now start my own abattoir consisting of squirrels and rabbits ahaha.

I totally agree. I also go for a pure farming/abattoir colony.

I farm the weapons and clothes of people that visit, then slaughter them for meat and skin.
#45
It may be a little early for some people, but for me we're here in September and I thought I'd give my appreciation before they go on holiday.

I just wanted to say I really hope you have an awesome holiday and that the development team should be held up as a standard to all developers on how to communicate to their community and their commitment to their product.

Have a great time guys, you really deserve it.