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RimWorld => General Discussion => Topic started by: Ozog on February 27, 2014, 02:18:45 PM

Title: "Added simple ruins generation"
Post by: Ozog on February 27, 2014, 02:18:45 PM
From the changelog.


What do you guys think it means?
Title: Re: "Added simple ruins generation"
Post by: Japzzi on February 27, 2014, 02:32:46 PM
Maybe it just generates some simple ruins somewhere on map?
Title: Re: "Added simple ruins generation"
Post by: Tynan on February 27, 2014, 02:41:25 PM
It just adds a few random little stone buildings and walls around, with some stone tiles. Sometimes underground.

I'm going to do a serious archaeology module later; this is just a little bit to get it started.
Title: Re: "Added simple ruins generation"
Post by: Jones-250 on February 27, 2014, 06:50:31 PM
Quote from: Tynan on February 27, 2014, 02:41:25 PM
It just adds a few random little stone buildings and walls around, with some stone tiles. Sometimes underground.

I'm going to do a serious archaeology module later; this is just a little bit to get it started.
OooOOoohh!  :o  :D
Title: Re: "Added simple ruins generation"
Post by: SleepyFox on February 27, 2014, 07:34:42 PM
I remember you (Tynan) saying you were jonesing for getting Archaeology up and running as like, the first big thing. It's awesome seeing little dabbly bits for now that we can discover and inhabit (when the next version is up anyway). I look forward to it and the big stuff, too. Especially with the new mechanoid corpses in the stockpiles... ruins with KILLBOTS in them? Oh snap.
Title: Re: "Added simple ruins generation"
Post by: TarlTheGamer on February 27, 2014, 09:21:40 PM
Hi! This is my first post. I bought the game right when the first Alpha came out and love the updates.
The ruins and archaeology stuff sounds great! I am really looking forward to seeing this game grow and evolve!
Title: Re: "Added simple ruins generation"
Post by: daft73 on February 28, 2014, 01:24:16 PM
Quote from: Tynan on February 27, 2014, 02:41:25 PM
It just adds a few random little stone buildings and walls around, with some stone tiles. Sometimes underground.

I'm going to do a serious archaeology module later; this is just a little bit to get it started.
This is just fantastic!! ;D(http://ludeon.com/forums/index.php?action=dlattach;topic=2203.0;attach=977)
Would it possible that the colonists could find some 'lost artifacts' or some other niceties


[attachment deleted by admin: too old]
Title: Re: "Added simple ruins generation"
Post by: BattleFate on February 28, 2014, 01:34:12 PM
Anything useable Tynan? Like if you crash in the right spot, with ruins nearby, can you maybe start fixing and using them instead of making your base from scratch?
Title: Re: "Added simple ruins generation"
Post by: Tynan on February 28, 2014, 01:36:15 PM
Quote from: BattleFate on February 28, 2014, 01:34:12 PM
Anything useable Tynan? Like if you crash in the right spot, with ruins nearby, can you maybe start fixing and using them instead of making your base from scratch?

Yep, you could definitely move into the ruins. Though you'd more likely incorporate them into an outer wall.
Title: Re: "Added simple ruins generation"
Post by: BattleFate on February 28, 2014, 01:38:00 PM
Quote from: Tynan on February 28, 2014, 01:36:15 PM
Quote from: BattleFate on February 28, 2014, 01:34:12 PM
Anything useable Tynan? Like if you crash in the right spot, with ruins nearby, can you maybe start fixing and using them instead of making your base from scratch?

Yep, you could definitely move into the ruins. Though you'd more likely incorporate them into an outer wall.
Sweet. How extensive can the ruins get in the future? Will you have entire cities in ruins sometimes? Are they always going to be basic buildings made of stone, or can you maybe find a more technologically advanced civ's ruins?
Title: Re: "Added simple ruins generation"
Post by: Tynan on February 28, 2014, 01:41:49 PM
I want to make extremely complex ruins with layers of generated structures for you to tunnel through, getting harder and more dangerous as you go deeper. This could become the main focus of the game.

In Alpha 4+.
Title: Re: "Added simple ruins generation"
Post by: BattleFate on February 28, 2014, 01:43:20 PM
Quote from: Tynan on February 28, 2014, 01:41:49 PM
I want to make extremely complex ruins with layers of generated structures for you to tunnel through, getting harder and more dangerous as you go deeper. This could become the main focus of the game.

In Alpha 4+.
Dangerous? How? :)
Title: Re: "Added simple ruins generation"
Post by: Tynan on February 28, 2014, 01:46:25 PM
Deadly ancient mechanoids. People in longsleep caskets. Automated security systems. Poisonous materials.
Title: Re: "Added simple ruins generation"
Post by: BattleFate on February 28, 2014, 01:50:19 PM
Quote from: Tynan on February 28, 2014, 01:46:25 PM
Deadly ancient mechanoids. People in longsleep caskets. Automated security systems. Poisonous materials.
And the dreaded 'blasting charges' that are rigged up with proximity sensors? :P
Title: Re: "Added simple ruins generation"
Post by: Bodog999 on February 28, 2014, 04:39:21 PM
Quote from: Tynan on February 28, 2014, 01:46:25 PM
Deadly ancient mechanoids. People in longsleep caskets. Automated security systems. Poisonous materials.
Tynan if you do that that would be awesome. And when you have generation settings you can say ruins or no-ruins, cliff or no-cliff (the no-cliff I really want I Always go in them and set my base up in there. I need action like in a open world with here and ther some rocks little mountains and ore piles).
Title: Re: "Added simple ruins generation"
Post by: lewisd on February 28, 2014, 04:41:14 PM
Bear traps? Caltrops? Pressure plates with arrows that shoot from the walls?
I have this sudden image of a Sir, You Are Being Hunted On Rimworld crossover, where the ruin is populated by tweedpunk robots.
Title: Re: "Added simple ruins generation"
Post by: palandus on February 28, 2014, 10:06:42 PM
People in Longsleep Caskets eh? Like Khan?
Title: Re: "Added simple ruins generation"
Post by: TimMartland on March 03, 2014, 01:46:35 PM
KHAAAAN!

I cant wait to go delving into mysterious darkened ruins. I will create an exploration team from my less capitulant colonists and send them on a 'Magical Adventure'
Title: Re: "Added simple ruins generation"
Post by: Armorat on March 03, 2014, 03:29:02 PM
Quote from: Bodog999 on February 28, 2014, 04:39:21 PM
(the no-cliff I really want I Always go in them and set my base up in there. I need action like in a open world with here and ther some rocks little mountains and ore piles).

I know it's not really related to the topic at hand, but I second the request for a cliffless map. It's so hard not to gravitate towards the cliff when it's there.
Title: Re: "Added simple ruins generation"
Post by: Tynan on March 03, 2014, 03:38:38 PM
Cliffless map - This already happens randomly in A3.
Title: Re: "Added simple ruins generation"
Post by: Thracian on March 03, 2014, 04:23:10 PM
God Bless Rossiskaya Federatia! Screw Ukraine, their fascist pigs

User was warned for this post.
Title: Re: "Added simple ruins generation"
Post by: Ender on March 05, 2014, 07:46:52 PM
good, i can already see my crack-team of poor sobs.. errr i mean colonists walking into ruins only to be attacked from three sides from crazed half unfrozen former deep sleep people... ahhh... let the stories flow forth.
Title: Re: "Added simple ruins generation"
Post by: Coenmcj on March 06, 2014, 06:01:20 AM
Quote from: TimMartland on March 03, 2014, 01:46:35 PM
KHAAAAN!

I cant wait to go delving into mysterious darkened ruins. I will create an exploration team from my less capitulant colonists wearing RED SHIRTS and send them on a 'Magical Adventure'
Title: Re: "Added simple ruins generation"
Post by: Darker on March 07, 2014, 12:12:39 AM
Quote from: TynanDeadly ancient mechanoids.

Robots! I knew it! :D :D
Title: Re: "Added simple ruins generation"
Post by: Nasikabatrachus on March 07, 2014, 12:15:31 AM
Quote from: Tynan on February 28, 2014, 01:41:49 PM
I want to make extremely complex ruins with layers of generated structures for you to tunnel through, getting harder and more dangerous as you go deeper. This could become the main focus of the game.

In Alpha 4+.

It occurs to me that this idea could provide for interesting endgame or post-endgame scenarios. That is, instead of controlling survivors building a colony, the player controls the rescue party that arrives years later. Or one "victory" condition could be creating a base that can power, maintain, and defend itself autonomously while the survivors all hibernate in longsleep caskets, and the post-game would be cracking the base with a rescue party and dealing with procedurally generated "AI gone wrong"-style threats.