Just trying to gauge some ideas on what people are really gunning for at the moment!
Personally I'm shooting for Husbandry and the inclusion of lesser vehicles like carts for mass hauling. Or maybe items that colonists can wear that let them do things such as helmets that put out light, helmets that increase accuracy, backpacks that allow greater storage, etc!
Tell me RimWorlders, what is your greatest desire for Alpha 10?
being able to attach things to weapons and maybe make weapons/armors so they can have an art text
Can't think of any examples now, but quality of life improvements.
A new method of updating.
I just noticed, I don't have the email containing my download link anymore (got an iPhone just after Christmas and deleted all my emails accidentally). :(
Quote from: TheSilencedScream on February 18, 2015, 04:02:18 PM
A new method of updating.
I just noticed, I don't have the email containing my download link anymore (got an iPhone just after Christmas and deleted all my emails accidentally). :(
i archived my download email
Quote from: Ramsis on February 18, 2015, 03:41:02 PM
Just trying to gauge some ideas on what people are really gunning for at the moment!
Personally I'm shooting for Husbandry and the inclusion of lesser vehicles like carts for mass hauling. Or maybe items that colonists can wear that let them do things such as helmets that put out light, helmets that increase accuracy, backpacks that allow greater storage, etc!
Tell me RimWorlders, what is your greatest desire for Alpha 10?
Worlds that are 100,000 by 100,000 that doesn't eat up RAM lol ::)
Quote from: dareddevil7 on February 18, 2015, 04:03:48 PM
Quote from: TheSilencedScream on February 18, 2015, 04:02:18 PM
A new method of updating.
I just noticed, I don't have the email containing my download link anymore (got an iPhone just after Christmas and deleted all my emails accidentally). :(
i archived my download email
I should've. Didn't know I'd be getting a new phone until the day before I did... then when I linked my email to my phone, it began notifying me of the past 300 emails I'd received, individually... so I just hit Delete All, since it's my personal instead of professional email (I didn't think I'd need them anymore).
I PMed Tynan.
As for new features...
I'd just like to see interactions expanded - between colonists themselves and between colonists and other factions. I wouldn't mind husbandry either - maybe even combine it with "simple" vehicles - having a trained muffalo hauling more resources than a normal pawn could.
I would love to see if not in the next alpha in the future some more futuristic/alien stuff since the game is in the year what 5500?. Like we already have bionic body parts but maybe bionic weapons (arm machinegun?) maybe smartlinked weapons with implants to improve shooting.
More weapons, weapon types, and also armors in the base game (I know mods have added a lot but still)
Mechs that colonists can get into for combat or maybe things like mining?
Psionic powers, Im almost positive this will be in the game sometime since there is some psionic elements already but maybe if a colonist is psionic he would attack with various powers during combat, blasts, confusion, maybe buffs for allies?
A larger tech tree, which takes you from primitive techs craftable with just your hands all the way up to Glitterworld techs.
Quick question, semi-related. Is there anywhere to find a changelog of all the new stuff in A9 condensed somewhere?
Quote from: Ink. on February 18, 2015, 04:43:03 PM
Quick question, semi-related. Is there anywhere to find a changelog of all the new stuff in A9 condensed somewhere?
http://ludeon.com/blog/
*poof!*
Random events that drop some technology from the ship that went down, which then allow us to reverse engineer it. The tech that falls doesn't even have to be usable, but it's something to give the research table a bit more love rather than just sitting it at all day.
I would love to be able to do more with prisoners, such as make them fight each other to the death, or practice medical procedures.
Also as much as it's great now, some UI elements could do with cleaning up a bit.
Always get excited when I see the update email!
Bizzare seeing this post before I've actually had the update email go through or the download count reset :P
I'd love to see even basic expansion of the animal system to the point where you can actually craft leather goods reliably rather than sporadically, and an extension of the melee system to some degree - I'd love to see more than just numerical differences in weapons ( not specifically melee ) akin to the way the new incendiary launcher works, utility and mechanic differences that create some awesome choices rather than just strict upgrades.
Some small interface tweaks would definitely be high on the list but it's my understanding that that particular wish will probably be looked at for A10 anyway..
Frankly #1 is probably like.. basic combat interface/order improvements. Currently you can't really order pawns to "walk into range and kill that thing" very reliably apart from individually which is fine with half a dozen colonists but at the point where you're giving individual orders to 25 colonists it's a massive hassle.
Don't even get me started on melee orders, god damn that's frustrating as scale increases, you end up just building kill boxes that the AI blindly walks through and gets clubbed to death in some sort of strange human-body-labynth
Parka rebalance? It's versatility makes other outfits frustratingly useless. Also, imho there should be some possibility for melee ones to avoid being hit from their melee opponents, varying with skill. After all, what the heck they're training it for?
And maybe it's a bit strange request, but... more meals. Soup. I'd love to make them a soup.
AI and UI work, lots of it. I forsee A10 being about those things mainly.
I agree with one of the posts above... we need a much larger tech tree. Currently research is something your colony can zip through much too quickly.
For me, the biggest one is: moving things around! It'd be nice not to have to deconstruct/reconstruct a table, bed, or lamp (at loss of both material and productivity) just to shift them one square in your layout.
Other than that, I'll second "larger tech tree".
Anyway, congrats on getting A9 out! I can't wait to play it. I've been trying to do one full play-through for each major rev since I discovered the game around A6. :-)
Some sort of machine that slowly transforms water and non-arrible terrain into arrible terrain. Like some kind of...fertilizer pump.
Seriously; I get that technically, in order to make such areas build-on-able, we would need to lay foundations of some sort or another, but we should still have the ability to fertilize ground.
Thank you so much for A9!!!
Here is what I giggle about when daydreaming at work about Rimworld's future:
(1) Build Over "Stuff" When we are able to make the jump from wood to stone or metal, new walls could be built over old without first removing the old, and the 50% mats would be left on the ground for you. Same goes with flooring. PLEASE let us repurpose floor material.
(2) Husbandry It is time, no? A10 is a big one, double digits and all. I want to breed cobras so badly, and train them as watch snakes!
(3) Wheelbarrows Or some other hauling condenser mechanic.
(4) Adopt EDB's Stuff Honestly, Prepare Carefully and UI are so good I find it less of a game without them installed. No offense intended.
(5) Half Walls and Gun Slits (fortifications) Walls we can shoot over, and slits we can shoot through.
(6) Buildable Roofing Roofs must be built manually, but we get to choose the mats, thus changing their durability.
Love you.
Quote from: Mithradates on February 18, 2015, 11:50:10 PM
Some sort of machine that slowly transforms water and non-arrible terrain into arrible terrain. Like some kind of...fertilizer pump.
Seriously; I get that technically, in order to make such areas build-on-able, we would need to lay foundations of some sort or another, but we should still have the ability to fertilize ground.
Im deabting bringing something like it back. It wont be the same will require resource and wont work on all terrain...i have a plan.
Quote from: skullywag on February 19, 2015, 03:31:38 AM
Quote from: Mithradates on February 18, 2015, 11:50:10 PM
Some sort of machine that slowly transforms water and non-arrible terrain into arrible terrain. Like some kind of...fertilizer pump.
Seriously; I get that technically, in order to make such areas build-on-able, we would need to lay foundations of some sort or another, but we should still have the ability to fertilize ground.
Im deabting bringing something like it back. It wont be the same will require resource and wont work on all terrain...i have a plan.
here's a man with the plan! A true dairy farmer! fights like a-
We need a scoreboard for monkey island quotes.
Something which would be really handy for a mod I'm working on is stuff inheriting properties from parent stuff(s) - at the moment colours and physical stats have to be defined manually.
Quote from: szypkiyakwonsz on February 18, 2015, 06:32:09 PM
Parka rebalance? It's versatility makes other outfits frustratingly useless. Also, imho there should be some possibility for melee ones to avoid being hit from their melee opponents, varying with skill. After all, what the heck they're training it for?
And maybe it's a bit strange request, but... more meals. Soup. I'd love to make them a soup.
Yeah I agree mainly on the melee thing, If your in combat why the hell can't you deflect a blow? *guy* "hey that guys got a sword and hes swinging it at me, ok cut off my arm next time I'll cut your head off without any opposition"... :D But yes higher level means higher chance to parry basically that needs to be added.
Also I really want more futuristic things in game... Its year 5500 I expect to see more futuristic tech...
How about a single thing.
A DF like height-system.
ow crap. so busy i missed out alpha9 testing. :o
anyways i haven't checked yet, but is it possible to repair damaged gear?