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RimWorld => General Discussion => Topic started by: O Negative on November 02, 2016, 11:10:43 PM

Title: A16 Hype
Post by: O Negative on November 02, 2016, 11:10:43 PM
So, Tynan recently posted this pic on twitter, and then a few hours later on a Steam announcement

(https://pbs.twimg.com/media/CwR9RW4UIAApxmY.jpg)

Is anyone else hyped? :D
Title: Re: A16 Hype
Post by: A Friend on November 02, 2016, 11:40:48 PM
New world map screen I assume?
Hmm, wonder what's this for...

Quote"A16 will probably be the biggest update ever in terms of the amount of work we've done adding and refining things, so it's taking a while."

"Biggest" huh... Let me guess, being able to travel to other places? Interacting personally with factions?

Eitherway:
Hype.
Title: Re: A16 Hype
Post by: newcadence on November 03, 2016, 12:53:15 AM
So many possibilities:

Factions and geography have a significance when establishing your colonies now?

Satellites? Meteors? ALIENS? Giant Orbital Mechanoid Hive event?
Title: Re: A16 Hype
Post by: RawCode on November 03, 2016, 12:57:20 AM
z-levels confirmed!*

























































*haha no
Title: Re: A16 Hype
Post by: mumblemumble on November 03, 2016, 01:14:02 AM
Can't say this teaser does much for me... ...its a rendered picture of the world (like nasa occasionally does)

I look forward to a16 still, of course, but this does literally nothing to excite me.... I would need something....slightly more concrete.

Plus, the idea that time was used to render a round planet for area selecting is kinda sad that time was used for that rather than other effects. Guess I got too spoiled by the no nonsense developing of the past few alphas. But I spose tynan splurging on a few graphical tweaks is not a bad thing

But maybe im being too cynical, even with  all the other updates, rim-world hasn't had a bad update yet. A few iffy balance choices(which were quickly fixed), but nothing BAD.

Cant wait to see what the actual content is..
Title: Re: A16 Hype
Post by: O Negative on November 03, 2016, 01:20:02 AM
I think the teaser was meant to represent a lot polish of existing features, honestly. That's what has me excited :)
Title: Re: A16 Hype
Post by: mumblemumble on November 03, 2016, 01:28:06 AM
Quote from: O Negative on November 03, 2016, 01:20:02 AM
I think the teaser was meant to represent a lot polish of existing features, honestly. That's what has me excited :)
Thats actually a very good point, my mind is extremely linear sometimes, and I don't always pick up on subtlety.

Tynan also mentioned bisexuality in response to someone asking about it, and this gets me thinking : If its added, will straight people FINALLY have 0 chance of gay stuff?... I mean, unless we do a deep psychological simulation, but unfortunately I don't think everyone could agree on what that is.
Title: Re: A16 Hype
Post by: crazybmanp on November 03, 2016, 03:22:15 AM
Oh man, if this is the option to travel off map i'm gonna just stop existing in the real world and only play Rimworld.
Title: Re: A16 Hype
Post by: Andy_Dandy on November 03, 2016, 01:49:36 PM
My Rimworld seen from Space. It looks amazingly beautiful.
Title: Re: A16 Hype
Post by: carbon on November 03, 2016, 01:55:03 PM
Are we sure it's not just a new main menu background image with slightly more world map flavor?

EDIT: If you're going to relay information, relay all of it please.

via Steam (http://steamcommunity.com/games/294100/announcements/detail/516053774466454897):

Quote from: TynanHey all, just a quick teaser update for you. Behold, the planet!

(https://pbs.twimg.com/media/CwR9RW4UIAApxmY.jpg)

I'll be releasing more information about this soon-ish. I just wanted to give you all an image so you know we are still working at full steam, on many different features.

A16 will probably be the biggest update ever in terms of the amount of work we've done adding and refining things, so it's taking a while.
Title: Re: A16 Hype
Post by: O Negative on November 03, 2016, 02:06:27 PM
Quote from: carbon on November 03, 2016, 01:55:03 PM
Are we sure it's not just a new main menu background image with slightly more world map flavor?

The stars indicate that that's exactly what it is, haha.

Still, I'm hyped :D lol
Title: Re: A16 Hype
Post by: carbon on November 03, 2016, 02:39:56 PM
Tynan spent 6 months working on development and all we get is a lousy background. :D

(https://ludeon.com/forums/index.php?action=dlattach;topic=27215.0;attach=16689;image)

[attachment deleted by admin due to age]
Title: Re: A16 Hype
Post by: O Negative on November 03, 2016, 03:20:11 PM
Quote from: carbon on November 03, 2016, 01:55:03 PM
EDIT: If you're going to relay information, relay all of it please.
Eh, that would take the fun out of it :P


Quote from: carbon on November 03, 2016, 02:39:56 PM
Tynan spent 6 months working on development and all we get is a lousy background. :D
Except... It's only been, like, a little over 2 months since the last Alpha release? lol
Title: Re: A16 Hype
Post by: Alenerel on November 03, 2016, 03:41:39 PM
If that is the main menu new background he deserves all the bullshit that happened with RPS. Tho I think that that bullshit actually made him popular, so idk...
Title: Re: A16 Hype
Post by: Darth Fool on November 03, 2016, 04:11:58 PM
He hasn't explicitly said it, but is quite clear that A16 is a total rewrite that will allow the creation of giant fleets of spaceships which you can use to explore other worlds, expand to place colonies on them, exploit them for resources, and exterminate rival civilizations... reminiscent of Masters of Orion.... ;P   
Title: Re: A16 Hype
Post by: Bozobub on November 03, 2016, 04:27:14 PM
I know you're joking, but damn, that would be incredibly fun.
Title: Re: A16 Hype
Post by: mumblemumble on November 03, 2016, 10:34:00 PM
Quote from: Alenerel on November 03, 2016, 03:41:39 PM
If that is the main menu new background he deserves all the bullshit that happened with RPS. Tho I think that that bullshit actually made him popular, so idk...
I saw at least one guy vow to buy rimworld because of the SJW bait article... but yeah

also, I'm surprised nobody brought this up HERE now. But I didn't want to be "that guy" making a forum post about it.
Title: Re: A16 Hype
Post by: xrumblingcdsx on November 03, 2016, 11:20:19 PM
I hope it includes fences.
Title: Re: A16 Hype
Post by: Alenerel on November 03, 2016, 11:45:24 PM
Quote from: xrumblingcdsx on November 03, 2016, 11:20:19 PM
I hope it includes fences.

this for crops would be cool, tho not very useful. well, maybe costing 1 wood and be weak, just to keep animals away
Title: Re: A16 Hype
Post by: Lightzy on November 04, 2016, 12:53:38 AM
So I heard he's adding a kerbal crashlanding scenario, I'm fucking pumped!!
Title: Re: A16 Hype
Post by: xrumblingcdsx on November 04, 2016, 12:58:29 AM
I also hope that at some point we get storage containers similar to the crates in stonehearth. My bases always wind up being gigantic stockpiles.
Title: Re: A16 Hype
Post by: mumblemumble on November 04, 2016, 04:29:38 AM
Crates, or proper warehouse racks with multilevel storage shelves. even if Z levels never happen, this would be very useful
Title: Re: A16 Hype
Post by: O Negative on November 04, 2016, 05:27:05 AM
Quote from: mumblemumble on November 04, 2016, 04:29:38 AM
Crates, or proper warehouse racks with multilevel storage shelves. even if Z levels never happen, this would be very useful

I agree. The first thing that comes to my mind is the typical inventory UI a lot of other games have.

Dead Space:
(https://thephampire.files.wordpress.com/2014/08/inventory_21.png)

Runescape:
(http://1.bp.blogspot.com/-7A1Ng0qUiVM/T9XJBllUDBI/AAAAAAAAAW0/WU7ClWYzOcY/s1600/bankorganization.png)

Terraria:
(http://media.tumblr.com/1e1b0c5327f64d01f178ecc9823c1ed2/tumblr_inline_myucxakswN1sw2753.png)

Alternatively, I could see something like what Project Zomboid has going:
(https://fortuitae1.files.wordpress.com/2014/04/pz1.jpg)
Title: Re: A16 Hype
Post by: Cimm0 on November 04, 2016, 05:55:35 AM
I always loved the perspective-giving background of the current game - you see a huge broken ship which is still microscopic compared to the planet. You know that a few escape pods and the people in them are like bacteria to humans, in the grand scale of things.

I also like the music that starts with a peaceful hum which completely contrasts the situation - the colonists crash landing in some uncivilized, foreign world, in the middle of nowhere.

It just screams "the world keeps turning despite the crash landing, you're on your own now, this is it!"

Please save the background in some game folder and/or save the special atmosphere that it presents :(
Title: Re: A16 Hype
Post by: carbon on November 04, 2016, 09:53:38 AM
Cimm0, you realize the whole new background thing was a big joke, right?
Title: Re: A16 Hype
Post by: iota_x on November 04, 2016, 12:41:34 PM
This just in!

A16 is one thing, and one thing only... A new intro-screen backdrop!

In all seriousness though, I feel like a dynamic rotating sphere of a foreign planet would make for a very cool intro-screen. I agree that the current image is pretty cool, but I'm always open to something even cooler. Tynan hasn't let me down yet!

My predictions for A16 based on this? Some progressive balancing and minor tweaking of existing systems, and then one (or maybe two - this is "the biggest update ever") new features being introduced. The hint (and fan-speculation) seems to suggest a better "world feel". That meaning, there will be more varied, and hopefully intuitive, ways to interact with other factions on your world.
Title: Re: A16 Hype
Post by: Jimyoda on November 04, 2016, 02:38:40 PM
Oh, my! Cool!
Note that they'll be a bit peckish when they get there!
(https://pbs.twimg.com/media/CwcC4gvVEAAU-Ht.jpg)
Title: Re: A16 Hype
Post by: O Negative on November 04, 2016, 03:23:26 PM
Dang it, Jimyoda. You beat me to the post! Haha.
I don't even know how to contain my hype after that picture was posted by Tynan.
This actually looks like you can send caravans to attack other settlements, and/or settle on new tiles.
Even just the ability to travel to new tiles, and create new colonies, would sell this for me.

"RimWorld: The Caravan" 8)
Title: Re: A16 Hype
Post by: mumblemumble on November 04, 2016, 03:27:52 PM
Dear lord... it IS true!

Tynan, if you are reading this, I absolutely love you , you glorious mind you!

Especially because, if there REALLY will be new, visit-able space, this provides ANOTHER dimension for events, which rim-world was really needing.

It will also add a huge time/ resource sink goal, which was also needed.

Also, SONOVABITCH! I promised I wouldn't get hyped!....

I really hope this acts like fallout 1 / 2 travel
Title: Re: A16 Hype
Post by: Andy_Dandy on November 04, 2016, 03:35:20 PM
Wow, just wow! Tynan, my lad, I'm so proud of you.
Title: Re: A16 Hype
Post by: Numar on November 04, 2016, 03:44:20 PM
Needless to say, that's really interesting and a direction I have hoped for, instead of simply adding more and more stuff to the same tile (=your colony).

My biggest wish for updates is still improvement of user friendliness, though. Simple and small things which would really help in your daily colony life. E.g. copy&paste bills. More right click stuff directly on your colonists instead of searching the map for a single item. And many more.
Title: Re: A16 Hype
Post by: Jimyoda on November 04, 2016, 03:52:17 PM
Quote from: O Negative on November 04, 2016, 03:23:26 PM
Dang it, Jimyoda. You beat me to the post! Haha.
I randomly checked his twitter - I don't even have notifications on - and it was posted just 9 minutes prior. I still thought someone might have reposted it before me in that time.
Title: Re: A16 Hype
Post by: MikeLemmer on November 04, 2016, 03:59:07 PM
Yeah, let's... just not get too wild with our expectations for this yet. It wouldn't surprise me if this was just the barebones foundation of what's to come.

*eagerly awaits public unstable branch*
Title: Re: A16 Hype
Post by: Dingo on November 04, 2016, 04:10:14 PM
Finally, I can fulfil my dream of a RimWorld World Conquest.
Title: Re: A16 Hype
Post by: mumblemumble on November 04, 2016, 04:40:24 PM
I really, really want to encounter situations in the wild like fallout 2 / 1.. that would be SOOOO COOOOOL.
Title: Re: A16 Hype
Post by: Tynan on November 04, 2016, 04:42:48 PM
Quote from: Numar on November 04, 2016, 03:44:20 PM
My biggest wish for updates is still improvement of user friendliness, though. Simple and small things which would really help in your daily colony life. E.g. copy&paste bills. More right click stuff directly on your colonists instead of searching the map for a single item. And many more.

General balancing and UI improvements are the other big focus of this alpha. Ison and I are working together; he's doing the code heavy lifting on the new world systems, while I do the design as well as a ton of balancing and fixing of older issues. So it's all getting covered. Expand and polish, expand and polish.
Title: Re: A16 Hype
Post by: Alenerel on November 04, 2016, 04:47:54 PM
The caravan thing is just the new main screen.
Title: Re: A16 Hype
Post by: Zhentar on November 04, 2016, 04:49:39 PM
Seriously with all the rebalancing and QoL bug fixes I've seen you mention or get closed in mantis, I have no idea how you'd also fit in such a significant new system. You are at least allowing ison bathroom breaks and time for meals, I hope?
Title: Re: A16 Hype
Post by: cmitc1 on November 04, 2016, 05:10:34 PM
That looks amazing.

you know, (probably wont happen) you could make a muiltiplayer thing where people can choose to be a tribe (and get more numbers) or be a colony (and start with better technology) and battle each other.
Title: Re: A16 Hype
Post by: eadras on November 04, 2016, 05:22:05 PM
This is so exciting!
Title: Re: A16 Hype
Post by: Numar on November 04, 2016, 05:41:11 PM
Quote from: Tynan on November 04, 2016, 04:42:48 PM
Quote from: Numar on November 04, 2016, 03:44:20 PM
My biggest wish for updates is still improvement of user friendliness, though. Simple and small things which would really help in your daily colony life. E.g. copy&paste bills. More right click stuff directly on your colonists instead of searching the map for a single item. And many more.

General balancing and UI improvements are the other big focus of this alpha. Ison and I are working together; he's doing the code heavy lifting on the new world systems, while I do the design as well as a ton of balancing and fixing of older issues. So it's all getting covered. Expand and polish, expand and polish.

While I have a lot of respect for your work and love Rimworld, over time I've got many impressions that some QoL are...half baked, like you start working on it, but then stop at 50%. Many things feel inconsistent, to the extend that there are mods which try to close these inconsistencies. Maybe I'm too sensitive to small things because I'm a long term player since A4(?) with almost 200 hours on steam and many more in the pre-steam time that I should already be ashamed of myself... :D
The thing is, I still love to start a new colony, but at the same time, I'm afraid of all the tedious and avoidable work that I have to handle in my playthroughs.

I've already made some topics about that:
https://ludeon.com/forums/index.php?topic=14226.msg146967#msg146967
https://ludeon.com/forums/index.php?topic=5461.msg52139#msg52139
Maybe it's time for a new compilation :)

I'm happy that a lot of features were implemented, but since some Alphas now I feel like the QoL improvements are lacking too much. I'm talking about the foundation (handling of items/areas etc.) - with each Alpha there comes new stuff, adding to the complexity. But in my eyes, every Alpha expands the tediousness at the same time, with only little - and as mentioned above, half-baked - changes regarding QoL.

Despite all that, I'm really looking forward to what you have up your sleeve. As always, I'm fired-up for the new Alpha.
Title: Re: A16 Hype
Post by: SymbolicFrank on November 04, 2016, 06:13:05 PM
Any new mid- and endgame content? Does the average game still takes just a few hours from start to finish?
Title: Re: A16 Hype
Post by: Coenmcj on November 04, 2016, 06:25:49 PM
I see Hexagonal Cells. Presumably that means that the map screen (where you go to select your colony's location) will be receiving this treatment as well, as I can't imagine it would fit well with square cells. ;)
Title: Re: A16 Hype
Post by: zidey on November 04, 2016, 07:44:30 PM
Quote from: Tynan on November 04, 2016, 04:42:48 PM
Quote from: Numar on November 04, 2016, 03:44:20 PM
My biggest wish for updates is still improvement of user friendliness, though. Simple and small things which would really help in your daily colony life. E.g. copy&paste bills. More right click stuff directly on your colonists instead of searching the map for a single item. And many more.

General balancing and UI improvements are the other big focus of this alpha. Ison and I are working together; he's doing the code heavy lifting on the new world systems, while I do the design as well as a ton of balancing and fixing of older issues. So it's all getting covered. Expand and polish, expand and polish.

I'm allergic to polish though. When ever I dust I cant use it. I'm screwed :(
Title: Re: A16 Hype
Post by: Arctic_fox on November 04, 2016, 07:51:00 PM
Quote from: Numar on November 04, 2016, 05:41:11 PM
Quote from: Tynan on November 04, 2016, 04:42:48 PM
Quote from: Numar on November 04, 2016, 03:44:20 PM
My biggest wish for updates is still improvement of user friendliness, though. Simple and small things which would really help in your daily colony life. E.g. copy&paste bills. More right click stuff directly on your colonists instead of searching the map for a single item. And many more.

General balancing and UI improvements are the other big focus of this alpha. Ison and I are working together; he's doing the code heavy lifting on the new world systems, while I do the design as well as a ton of balancing and fixing of older issues. So it's all getting covered. Expand and polish, expand and polish.

While I have a lot of respect for your work and love Rimworld, over time I've got many impressions that some QoL are...half baked, like you start working on it, but then stop at 50%. Many things feel inconsistent, to the extend that there are mods which try to close these inconsistencies. Maybe I'm too sensitive to small things because I'm a long term player since A4(?) with almost 200 hours on steam and many more in the pre-steam time that I should already be ashamed of myself... :D
The thing is, I still love to start a new colony, but at the same time, I'm afraid of all the tedious and avoidable work that I have to handle in my playthroughs.

I've already made some topics about that:
https://ludeon.com/forums/index.php?topic=14226.msg146967#msg146967
https://ludeon.com/forums/index.php?topic=5461.msg52139#msg52139
Maybe it's time for a new compilation :)

I'm happy that a lot of features were implemented, but since some Alphas now I feel like the QoL improvements are lacking too much. I'm talking about the foundation (handling of items/areas etc.) - with each Alpha there comes new stuff, adding to the complexity. But in my eyes, every Alpha expands the tediousness at the same time, with only little - and as mentioned above, half-baked - changes regarding QoL.

Despite all that, I'm really looking forward to what you have up your sleeve. As always, I'm fired-up for the new Alpha.

Well the thing with qol stuff, new content, fixing old content, expanding on content, bug smashing and ballance tweeks is he needs to spend time on them EVERY update to ensure they still work after stuff is changed or added, This is an alpha still i.e still adding to the game, hell he has even said that his strat is to get as much into the game as he can make it work reasonably well and move on until later, Otherwise each and every patch he would need to recode all the qol and bug fixes which slowly turn the progression of the game into an endless slog of qol updates and bug fixes that will slow updates to the point it turns into another "dead" half finished game, now obviously every so often it does need to be done just to tidy things up but this will be a uncommon thing every few patches as needed with only most requested being considered for every update and in many cases tossed into the do later pile as they will take too much time, honestly just expect qol, and bug quashing with more then general ballence to take a back seat to making the game work and getting everything packed into it.

As we get closer to beta you will see smaller and smaller content updates and more and more intense bug killing (too bad he introduced hives, The damn bugs breed like crazy and the code under the game where they come up must be like something from starship troopers) qol updates and fixes and ballence, then we go to beta where new content more or less stops in favor of making the game run smoothly then you get release where all the parts work together.

You gotta consider his team is small he dosent have a billion dollar budget with 6000 people working on one game he has a few dudes in a back room someplace with empty pizza boxes piling up doing all this work on their own, Also consider the game as it is, it is already as good as or better then anything say EA or blizzard would kick out and this is an alpha made by a few guys, not a game made by several hundred to several thousand workers in a fortune 500 gaming company with a near unlimited budget  that needs to bow to ceos and cram as much p2p and p2w in as they can manage and split everything into DLC while vomiting a new game put every few years.
Title: Re: A16 Hype
Post by: lc-soz on November 04, 2016, 08:02:58 PM
Quote from: Tynan on November 04, 2016, 04:42:48 PM

General balancing and UI improvements are the other big focus of this alpha.


Now THAT hyped me!!
Title: Re: A16 Hype
Post by: demeggy on November 04, 2016, 08:20:36 PM
Zing! You've got a glorious brain on that head of your Tynan, a glorious, glorious brain.
Title: Re: A16 Hype
Post by: Numar on November 04, 2016, 08:40:27 PM
Quote from: Arctic_fox on November 04, 2016, 07:51:00 PM
Quote from: Numar on November 04, 2016, 05:41:11 PM
Quote from: Tynan on November 04, 2016, 04:42:48 PM
Quote from: Numar on November 04, 2016, 03:44:20 PM
My biggest wish for updates is still improvement of user friendliness, though. Simple and small things which would really help in your daily colony life. E.g. copy&paste bills. More right click stuff directly on your colonists instead of searching the map for a single item. And many more.

General balancing and UI improvements are the other big focus of this alpha. Ison and I are working together; he's doing the code heavy lifting on the new world systems, while I do the design as well as a ton of balancing and fixing of older issues. So it's all getting covered. Expand and polish, expand and polish.

While I have a lot of respect for your work and love Rimworld, over time I've got many impressions that some QoL are...half baked, like you start working on it, but then stop at 50%. Many things feel inconsistent, to the extend that there are mods which try to close these inconsistencies. Maybe I'm too sensitive to small things because I'm a long term player since A4(?) with almost 200 hours on steam and many more in the pre-steam time that I should already be ashamed of myself... :D
The thing is, I still love to start a new colony, but at the same time, I'm afraid of all the tedious and avoidable work that I have to handle in my playthroughs.

I've already made some topics about that:
https://ludeon.com/forums/index.php?topic=14226.msg146967#msg146967
https://ludeon.com/forums/index.php?topic=5461.msg52139#msg52139
Maybe it's time for a new compilation :)

I'm happy that a lot of features were implemented, but since some Alphas now I feel like the QoL improvements are lacking too much. I'm talking about the foundation (handling of items/areas etc.) - with each Alpha there comes new stuff, adding to the complexity. But in my eyes, every Alpha expands the tediousness at the same time, with only little - and as mentioned above, half-baked - changes regarding QoL.

Despite all that, I'm really looking forward to what you have up your sleeve. As always, I'm fired-up for the new Alpha.

Well the thing with qol stuff, new content, fixing old content, expanding on content, bug smashing and ballance tweeks is he needs to spend time on them EVERY update to ensure they still work after stuff is changed or added, This is an alpha still i.e still adding to the game, hell he has even said that his strat is to get as much into the game as he can make it work reasonably well and move on until later, Otherwise each and every patch he would need to recode all the qol and bug fixes which slowly turn the progression of the game into an endless slog of qol updates and bug fixes that will slow updates to the point it turns into another "dead" half finished game, now obviously every so often it does need to be done just to tidy things up but this will be a uncommon thing every few patches as needed with only most requested being considered for every update and in many cases tossed into the do later pile as they will take too much time, honestly just expect qol, and bug quashing with more then general ballence to take a back seat to making the game work and getting everything packed into it.

As we get closer to beta you will see smaller and smaller content updates and more and more intense bug killing (too bad he introduced hives, The damn bugs breed like crazy and the code under the game where they come up must be like something from starship troopers) qol updates and fixes and ballence, then we go to beta where new content more or less stops in favor of making the game run smoothly then you get release where all the parts work together.

You gotta consider his team is small he dosent have a billion dollar budget with 6000 people working on one game he has a few dudes in a back room someplace with empty pizza boxes piling up doing all this work on their own, Also consider the game as it is, it is already as good as or better then anything say EA or blizzard would kick out and this is an alpha made by a few guys, not a game made by several hundred to several thousand workers in a fortune 500 gaming company with a near unlimited budget  that needs to bow to ceos and cram as much p2p and p2w in as they can manage and split everything into DLC while vomiting a new game put every few years.

I completely understand your points and you're not wrong. Sorry for being unclear, it's not easy to explain well. My main point is in this sentence: "I'm talking about the foundation (handling of items/areas etc.) - with each Alpha there comes new stuff, adding to the complexity." QoL regarding the foundation, which most likely won't change drastically anymore. I would be happy about small things already, I don't mean big changes.

Some examples of QoL I'd like to see:
- Copy&paste of bills from one table to another
- Text filter where it makes sense (ingredients, bills...)
- Why the heck is the hunting value in the colonist skill overview a mix of range and melee skill? Quite new, ok, but totally inconsistent.
- A better inventory (...with text filter ;o )
- More approaches to how to handle items, e.g.: right click on colonist, a right click context menu opens -> "Equip" -> A list of all available weapons. That's a lot better than selecting your colonist, search the map for the weapon and right click on it - all under the pretext that you don't accidentally click somewhere else, deselecting your colonist, starting the game anew. Or maybe with a better inventory system, right click on an item (which you found easily with the text filter), right click -> equip -> choose the colonist. There are already so many possbilities to make life easier in Rimworld.

Why is QoL so important to me? I've already built a lot of colonies. Not sure if already hundreds of, but certainly close to. After a lot of repetitions, even small things get annoying as hell. I may be a special case and not the mainstream Rimworld player, but that's my background.

PS: And let's cast away the alpha or beta label, after all, it's just that: a label, nothing more. Some released games can only dream of the condition Rimworld is already in.

Title: Re: A16 Hype
Post by: Arctic_fox on November 04, 2016, 09:31:49 PM
Quote from: Numar on November 04, 2016, 08:40:27 PM
Quote from: Arctic_fox on November 04, 2016, 07:51:00 PM
Quote from: Numar on November 04, 2016, 05:41:11 PM
Quote from: Tynan on November 04, 2016, 04:42:48 PM
Quote from: Numar on November 04, 2016, 03:44:20 PM
My biggest wish for updates is still improvement of user friendliness, though. Simple and small things which would really help in your daily colony life. E.g. copy&paste bills. More right click stuff directly on your colonists instead of searching the map for a single item. And many more.

General balancing and UI improvements are the other big focus of this alpha. Ison and I are working together; he's doing the code heavy lifting on the new world systems, while I do the design as well as a ton of balancing and fixing of older issues. So it's all getting covered. Expand and polish, expand and polish.

While I have a lot of respect for your work and love Rimworld, over time I've got many impressions that some QoL are...half baked, like you start working on it, but then stop at 50%. Many things feel inconsistent, to the extend that there are mods which try to close these inconsistencies. Maybe I'm too sensitive to small things because I'm a long term player since A4(?) with almost 200 hours on steam and many more in the pre-steam time that I should already be ashamed of myself... :D
The thing is, I still love to start a new colony, but at the same time, I'm afraid of all the tedious and avoidable work that I have to handle in my playthroughs.

I've already made some topics about that:
https://ludeon.com/forums/index.php?topic=14226.msg146967#msg146967
https://ludeon.com/forums/index.php?topic=5461.msg52139#msg52139
Maybe it's time for a new compilation :)

I'm happy that a lot of features were implemented, but since some Alphas now I feel like the QoL improvements are lacking too much. I'm talking about the foundation (handling of items/areas etc.) - with each Alpha there comes new stuff, adding to the complexity. But in my eyes, every Alpha expands the tediousness at the same time, with only little - and as mentioned above, half-baked - changes regarding QoL.

Despite all that, I'm really looking forward to what you have up your sleeve. As always, I'm fired-up for the new Alpha.

Well the thing with qol stuff, new content, fixing old content, expanding on content, bug smashing and ballance tweeks is he needs to spend time on them EVERY update to ensure they still work after stuff is changed or added, This is an alpha still i.e still adding to the game, hell he has even said that his strat is to get as much into the game as he can make it work reasonably well and move on until later, Otherwise each and every patch he would need to recode all the qol and bug fixes which slowly turn the progression of the game into an endless slog of qol updates and bug fixes that will slow updates to the point it turns into another "dead" half finished game, now obviously every so often it does need to be done just to tidy things up but this will be a uncommon thing every few patches as needed with only most requested being considered for every update and in many cases tossed into the do later pile as they will take too much time, honestly just expect qol, and bug quashing with more then general ballence to take a back seat to making the game work and getting everything packed into it.

As we get closer to beta you will see smaller and smaller content updates and more and more intense bug killing (too bad he introduced hives, The damn bugs breed like crazy and the code under the game where they come up must be like something from starship troopers) qol updates and fixes and ballence, then we go to beta where new content more or less stops in favor of making the game run smoothly then you get release where all the parts work together.

You gotta consider his team is small he dosent have a billion dollar budget with 6000 people working on one game he has a few dudes in a back room someplace with empty pizza boxes piling up doing all this work on their own, Also consider the game as it is, it is already as good as or better then anything say EA or blizzard would kick out and this is an alpha made by a few guys, not a game made by several hundred to several thousand workers in a fortune 500 gaming company with a near unlimited budget  that needs to bow to ceos and cram as much p2p and p2w in as they can manage and split everything into DLC while vomiting a new game put every few years.

I completely understand your points and you're not wrong. Sorry for being unclear, it's not easy to explain well. My main point is in this sentence: "I'm talking about the foundation (handling of items/areas etc.) - with each Alpha there comes new stuff, adding to the complexity." QoL regarding the foundation, which most likely won't change drastically anymore. I would be happy about small things already, I don't mean big changes.

Some examples of QoL I'd like to see:
- Copy&paste of bills from one table to another
- Text filter where it makes sense (ingredients, bills...)
- Why the heck is the hunting value in the colonist skill overview a mix of range and melee skill? Quite new, ok, but totally inconsistent.
- A better inventory (...with text filter ;o )
- More approaches to how to handle items, e.g.: right click on colonist, a right click context menu opens -> "Equip" -> A list of all available weapons. That's a lot better than selecting your colonist, search the map for the weapon and right click on it - all under the pretext that you don't accidentally click somewhere else, deselecting your colonist, starting the game anew. Or maybe with a better inventory system, right click on an item (which you found easily with the text filter), right click -> equip -> choose the colonist. There are already so many possbilities to make life easier in Rimworld.

Why is QoL so important to me? I've already built a lot of colonies. Not sure if already hundreds of, but certainly close to. After a lot of repetitions, even small things get annoying as hell. I may be a special case and not the mainstream Rimworld player, but that's my background.

PS: And let's cast away the alpha or beta label, after all, it's just that: a label, nothing more. Some released games can only dream of the condition Rimworld is already in.

Fair enough, i understand what your saying but again if he adds those he needs to update them every patch why bother when there are actully more then a few mods that adress the problem already? Granted some are bundled and some arent but everything you want is avalable in one mod or another, plus what your asking are things he likely has planned to add as the game matures.

Honestly your best bet for those is mods right now tynan is focused on the core first with all the fiddly bits in a minimalist setting, As for lables i only use alpha/beta as refrence points in language as its easier to say alpha then in stage where ty is adding and expanding crap primarally and polishing later.

But i do understand where you are coming from but for now i would rather him focus on content while mods and modders fill in the qol blanks for now.
Title: Re: A16 Hype
Post by: carbon on November 04, 2016, 10:06:03 PM
Please, for the love of all that is scrolly, stop (https://ludeon.com/forums/index.php?topic=20436.0)!
Title: Re: A16 Hype
Post by: Daman453 on November 04, 2016, 10:10:38 PM
Every time a alpha teaser comes, it just makes me very happy that i'm a public tester to make the game better! I can't wait for A16!
Title: Re: A16 Hype
Post by: Numar on November 04, 2016, 10:20:28 PM
Quote from: carbon on November 04, 2016, 10:06:03 PM
Please, for the love of all that is scrolly, stop (https://ludeon.com/forums/index.php?topic=20436.0)!
Yup, don't worry, I already feel guilty :D (...it's in the middle of night here, I need some sleep...)
Title: Re: A16 Hype
Post by: Alpha393 on November 04, 2016, 10:29:29 PM
The hype train has arrived at platform 16 A, all aboard!

doesn't look like new mechanoid types are coming in this update, but that's what mods are for. Yay for new stuff!
Title: Re: A16 Hype
Post by: carbon on November 04, 2016, 10:33:09 PM
Anyone notice the rather high number of pawns (28) in the screenshot? Does it imply that recruiting for an individual colony is going to get easy, that caravans and secondary colonies have their own separate population caps or is it just a figment of a poorly staged screenshot?

Also, I'm now taking bets on who dies of dysentery (https://en.wikipedia.org/wiki/The_Oregon_Trail_(video_game)) first.
Title: Re: A16 Hype
Post by: Alpha393 on November 04, 2016, 10:38:20 PM
Hmm. I wonder if we can get a battery suit so colonists could power equipment next to them. Maybe a wrench for faster repairs? Or a fire resistant suit? Hopefully something to fend off giant spiders. Those things are NOT a joke. No? No one gets it? Ok ;~;
Title: Re: A16 Hype
Post by: Mr.Cross on November 05, 2016, 02:10:50 AM
Anyone else see that Tynan is misusing the colonists like we do? 3.6 days of food for a 4.4 day travel to fight a presumably pirate raid or base of operations? Sounds like a setup to me XD
Title: Re: A16 Hype
Post by: RawCode on November 05, 2016, 03:11:47 AM
more content != better, stop suggesting your wild dream about rimsims already...
Title: Re: A16 Hype
Post by: Alenerel on November 05, 2016, 04:21:06 AM
With all the micro I think this caravan thing is going to be killing, not in the good way... I really hope that they improve the not necessarily micro management.

BTW with these teasers, is there a release date yet?
Title: Re: A16 Hype
Post by: RawCode on November 05, 2016, 08:10:56 AM
31.11.2016 btw
Title: Re: A16 Hype
Post by: SuperSuit12 on November 05, 2016, 09:13:37 AM
Quote from: carbon on November 04, 2016, 10:33:09 PM
Also, I'm now taking bets on who dies of dysentery (https://en.wikipedia.org/wiki/The_Oregon_Trail_(video_game)) first.
I like you already. I played that in, like, fifth grade. That one or one similar. Sadly I don't think caravans will be quite like that  :P
Title: Re: A16 Hype
Post by: Mr.Cross on November 05, 2016, 09:35:26 AM
Quote from: RawCode on November 05, 2016, 08:10:56 AM
31.11.2016 btw

Really? That soon? Or am I really that gullible?
Title: Re: A16 Hype
Post by: TheVoidDragon on November 05, 2016, 10:16:44 AM
The new features that are implied look like they'll be amazing, but i hope that there will be a few more items added as well. New furniture types, for example. I think some of the item categories seem a bit empty at the moment.
Title: Re: A16 Hype
Post by: farmerjorganic on November 05, 2016, 11:24:18 AM
I just wanted to take a second and praise Tynan for continuing to make this game better. Rarely do you see E.A. game developers continue to develop the game the players want to see after the game spends a few weeks on the steam top sellers list. (H1Z1, Dayz, The Forest, Stomping Lands, I could go on.) I'm looking forward to seeing an entirely new system to the game. Particularly one I've seen suggested on the subreddit more times than anything else. It's extremely rare we get a developer who wants to make the game the community wants to play. Tynan and the entire subreddit mostly handled themselves maturely over this whole "binary sexuality" click bait bullshit from rock,paper,we need your clicks.com. I've been a gaming for longer than it feels okay to admit and its YEARS between solid game developers who love to create the game the community wants to play. Just thought someone should take a second and offer a little praise to Tynan for being committed to his game. I have no doubt this game will come out of E.A. I have no doubt the reddit and ludeon forms will help shape what the game becomes and that folks, is something special.

Thanks Tynan!

P.S. Green is not a primary color.... Just thought someone should say it?
Title: Re: A16 Hype
Post by: Alenerel on November 05, 2016, 11:32:51 AM
Quote from: RawCode on November 05, 2016, 08:10:56 AM
31.11.2016 btw

just like i said in the other thread... playing with the hopes and expectations of the players of this game is very dangerous, they have too many sandstone clubs and wooden rocket launchers...
Title: Re: A16 Hype
Post by: xrumblingcdsx on November 05, 2016, 03:37:45 PM
Quote from: farmerjorganic on November 05, 2016, 11:24:18 AM
P.S. Green is not a primary color.... Just thought someone should say it?
Primary colors are entirely arbitrary.

In electronics its very standard to use: Red, Blue, Green

In school we are taught Painters Primary Colors: Red, Yellow, Blue.

My guess is that Tynan is not a painter, and subscribed to the RGB Model.
Title: Re: A16 Hype
Post by: DaGirrafeMan on November 05, 2016, 03:53:57 PM
If that second screenshot is true to the bone, then I assume it'll have a very "Mount And Blade"-ish mechanic to it. Kind of like how the map works on there? Or maybe not, I could be going crazy. Either way, hype for this game is now real! Can't wait to play it. Let's hope he balances it well enough that I don't get that stupid temperature glitch. :(
Title: Re: A16 Hype
Post by: xrumblingcdsx on November 05, 2016, 05:00:43 PM
Looking at the second picture I have a few questions:

1. Will each base correspond to a single faction? Or will each faction have multiple bases?

2. If each base corresponds to a single faction (and if each base is roughly the same size as our own), will these bases have the population to support raids in the same frequency as we're used to?

3. If each faction has multiple bases, can we have multiple bases? Or move base locations? I often drain areas of resources or my base gets destroyed and i wish i could move my pawns to a new local.
Title: Re: A16 Hype
Post by: Lys on November 05, 2016, 05:37:20 PM
Quote from: xrumblingcdsx on November 05, 2016, 05:00:43 PM
3. If each faction has multiple bases, can we have multiple bases? Or move base locations? I often drain areas of resources or my base gets destroyed and i wish i could move my pawns to a new local.
Don't know about the first two, but considering that the caravan shows a "settle" action I guess it's very likely that you can create multiple bases. Question is whether you'll be able to play with both though (playing one while some small progress is simulated for the other?) or if one of the bases becomes a friendly NPC town that sometimes sends traders and such.
Title: Re: A16 Hype
Post by: xrumblingcdsx on November 05, 2016, 09:16:37 PM
Quote from: Lys on November 05, 2016, 05:37:20 PM
Quote from: xrumblingcdsx on November 05, 2016, 05:00:43 PM
3. If each faction has multiple bases, can we have multiple bases? Or move base locations? I often drain areas of resources or my base gets destroyed and i wish i could move my pawns to a new local.
Don't know about the first two, but considering that the caravan shows a "settle" action I guess it's very likely that you can create multiple bases. Question is whether you'll be able to play with both though (playing one while some small progress is simulated for the other?) or if one of the bases becomes a friendly NPC town that sometimes sends traders and such.
I hadn't noticed that, thanks for pointing that out. I hadn't considered if we could play multiple at one time. It would be cool if we could I could own my own Lil empire.
Title: Re: A16 Hype
Post by: lc-soz on November 05, 2016, 10:58:14 PM
Would be very cool if in the middle of a huge raid (wednesday on Randy Random) it was possible to settle in other place and come back later to get the rest of your destroyed colony.

MAN I'm so hyped.  ;D ;D ;D
Title: Re: A16 Hype
Post by: Mr.Cross on November 06, 2016, 12:32:35 AM
Guys! this gives Cryptosleep caskets more playtime! you could shove a couple of colonists in them, leave them in there settle a new colony and if things are going good there, return to the sight you left them and reintegrate them!  or you know, leave them for the pirates or as RNG god sacrifices
Title: Re: A16 Hype
Post by: carbon on November 06, 2016, 08:24:07 AM
Abstracting the main colony would presumably be a really complex task with so many things/actors to deal with in a semi-accurate way. I'm a bit skeptical it could be done realistically without leading to a bunch of rage-quiting.

Thinking about it, I'm wondering if the primary colony is never abstracted at all. Instead, the caravan and/or any secondary colonies exist only as abstract entities. Whatever interactions you can initiate with them exist only as a pop-up menu while the main colony is still on the main screen. That would be much easier from a development standpoint and wouldn't risk the primary colony to RNG weirdness.

Assuming that's really the case, I'm sure there will be a fair number of people who will be disappointed they can't build 16 megafortresses by hand and swap between them, but it's probably for the best from a quality of life standpoint.
Title: Re: A16 Hype
Post by: mumblemumble on November 06, 2016, 08:37:35 AM
Quote from: lc-soz on November 05, 2016, 10:58:14 PM
Would be very cool if in the middle of a huge raid (wednesday on Randy Random) it was possible to settle in other place and come back later to get the rest of your destroyed colony.

MAN I'm so hyped.  ;D ;D ;D
No kidding the weight impact of who to put where is even MORE crazy now I bet... I really hope we can also get random encounters too...raids...finding someone stranded or injured... mechs....bad weather.. witnessing a trading band getting raided (and opportunity to save it / pilage it, assuming you have enough ROOM..).. and more. And all of this could be even MORE insane if you made it like miniature fallout quests, where your ragtag team is expected to fight, or even puzzle solve with different skills (surgery on a refugee to save him, good builder to help errect an emergency shelter, social person for trading, or on the go conflict resolution done by a good social person)

yes, random encounters ala fallout 1 / 2 mapping system sounds so incredibly fun. But sadly, I have no evidence this will exist  :'( Tynan, if you are reading this..I really, really hope you will at LEAST put the base code for this to happen with mods. This would be inexpressibly epic to see. That and rimworld has been needing a new "dimension" besides the 250-250 grid we call home, and this would be a PERFECT means of doing it (well, z levels would also help, but tbh I think this is better. YES, I said that, in terms of expanding the world, visit-able locations is BETTER than z levels)
Title: Re: A16 Hype
Post by: Cpt. DuctTape on November 06, 2016, 11:42:53 AM
I know this sounds crazy, and I doubt it will happen, but if we can move bettween locations, and possibly make a new homebase, then we could use our ship to speed up the travel time bettween locations?  :o

Or maybe travel to other planets....
Title: Re: A16 Hype
Post by: xrumblingcdsx on November 06, 2016, 02:57:43 PM
Quote from: Cpt. DuctTape on November 06, 2016, 11:42:53 AM
I know this sounds crazy, and I doubt it will happen, but if we can move bettween locations, and possibly make a new homebase, then we could use our ship to speed up the travel time bettween locations?  :o

Or maybe travel to other planets....

Or... Launch a drop pod assault like a badass.
Title: Re: A16 Hype
Post by: mumblemumble on November 06, 2016, 03:24:19 PM
To be perfectly honest, drop pods seems super unrealistic to most tribes...that indicates at least helicopter level tech, yet is done all the time...

But thats...semi off topic
Title: Re: A16 Hype
Post by: zidey on November 06, 2016, 07:38:49 PM
Quote from: Mr.Cross on November 05, 2016, 09:35:26 AM
Quote from: RawCode on November 05, 2016, 08:10:56 AM
31.11.2016 btw

Really? That soon? Or am I really that gullible?

How many days are in november...
Title: Re: A16 Hype
Post by: A Friend on November 06, 2016, 07:51:28 PM
Tynan said it wasn't going to be released this month, so... December?
Title: Re: A16 Hype
Post by: Mr.Cross on November 06, 2016, 08:03:13 PM
Quote from: zidey on November 06, 2016, 07:38:49 PM
Quote from: Mr.Cross on November 05, 2016, 09:35:26 AM
Quote from: RawCode on November 05, 2016, 08:10:56 AM
31.11.2016 btw

Really? That soon? Or am I really that gullible?

How many days are in november...

Right... Gullible it is :D
Title: Re: A16 Hype
Post by: Jaxxa on November 06, 2016, 08:33:27 PM
The question I have it how much interaction do we have with locations.

Is the game going to generate a full map for them that we can walk around, or are we just going to get a menu option for Trading, and maybe Raiding similar to autoresolve.
Title: Re: A16 Hype
Post by: RemingtonRyder on November 06, 2016, 08:40:56 PM
I would assume full map, all the usual interaction possibilities. Otherwise it's big overture, little show. ;)
Title: Re: A16 Hype
Post by: DNK on November 06, 2016, 09:11:02 PM
Quote from: Jaxxa on November 06, 2016, 08:33:27 PMIs the game going to generate a full map for them that we can walk around
That would be a huge challenge to develop for them. I would be very surprised if they went with "procedural generation of entire colonies" and "colony AI" when there's probably a lot of simpler systems they still want to implement.

I would guess it's your second guess - a simplistic strategy layer, something else to do "beyond the colony" other than build a space ship. I don't think we should get our hopes up too much here.

I'd love it if we could get a true DF-like world, with procedurally generated civs and colonies everywhere, and lots of AI groups moving around in real time and interacting and so forth, and with a map where every individual tile is generated at world generation, rather than being a random "wetness, terrain, biome, temperature" dice roll, and of course with a highly customizable world gen system.

Sigh. I doubt we'll see that ever here. I'm not sure Tynan wants to go that route, with that level of complexity. That's really a lifelong labor of love sort of game, as Bay12 has done. It's not likely to be in the cards for a ~5yr development cycle.
Title: Re: A16 Hype
Post by: RemingtonRyder on November 06, 2016, 11:18:43 PM
I don't see why Tynan would add a 'Settle' button and then not make the resulting settlement playable. Rabbit holes - places where pawns would go to do an interaction without any opportunity to play it your way - would be boring and more than a little disappointing.
Title: Re: A16 Hype
Post by: mumblemumble on November 06, 2016, 11:51:32 PM
Quote from: MarvinKosh on November 06, 2016, 11:18:43 PM
I don't see why Tynan would add a 'Settle' button and then not make the resulting settlement playable. Rabbit holes - places where pawns would go to do an interaction without any opportunity to play it your way - would be boring and more than a little disappointing.
idk. On one hand tynan is never a dickhead enough to do false advertising in the past.....on the other-hand, making new settlements sounds...too good to be true....

I'm inclined to believe this, and random encounters will exist, but have no proof..and I hate that. I just hope tynan is smart enough to know that EVERYONE will kinda expect this, at least subconsciously..but hes also a very bright guy, so...I gueeeeessss thats proof hes adding them? I don't know, there's 0 certainty, but all track records point to it
Title: Re: A16 Hype
Post by: Jaxxa on November 07, 2016, 12:34:00 AM
I totally think that the resulting settlements will be playable.
Taking some Colonists and putting them on a new map is very doable, I have had a mod that can do that since Alpha 13, not very pretty about it, but worked.
https://ludeon.com/forums/index.php?topic=18995.msg207277#msg207277

But using procedural generation to make a working colony to trade with / fight against it in completely another level of difficulty. I am optimistic that is what is being done, but it will take a lot of work to do well.
Title: Re: A16 Hype
Post by: RemingtonRyder on November 07, 2016, 07:28:03 AM
Yeah. laying out a siege camp is one thing. Laying out out an entire base is something else.

That being said, maybe what you will find when you come across an outlander village or raider camp should be quite basic. It's only when you find a town or fortress that there will be lots of buildings and things.
Title: Re: A16 Hype
Post by: carbon on November 07, 2016, 08:43:31 AM
Assuming you would only be interacting with a foreign village for a short while, procedural generation might be sufficient for you to interact with a fully mapped version of it (or like the trading post of it) for a few short hours.

As I mentioned (https://ludeon.com/forums/index.php?topic=27215.msg276212#msg276212) earlier, the main problem with loading up a foreign village is that it requires the game to unload your main village and yet let time/events there progress in some abstract way (it would be weird/exploitable if time just froze).

I'm really skeptical the game could correctly simulate crops, job bills, killboxes, stockpiles, medical treatment, construction, infestations, and so much more in a way that would seem accurate to the player. Keep in mind how many folks already complain about just the partial automation the game already allows. The chance that the game misinterprets something and winds up decimating your colony or otherwise creating a huge mess is simply too high (in my view) to make that feasible.

If you've ever retired a fortress in dwarf fortress and then loaded it up a few weeks later in adventure mode, you'll probably have a sense of the sort of problems that can crop up. Imagine that happening every time you sent out a caravan/raiding party or switched over to look at one of your own secondary villages. The amount of rage-quitting would be insane.

Having secondary locations be abstract menus is almost certainly a necessary evil.

It's plausible you'd be able to fully abandoned a colony (leaving no pawns behind) and set up a primary village somewhere else, but don't expect the first colony to look exactly the same if you ever returned.
Title: Re: A16 Hype
Post by: Cpt. DuctTape on November 07, 2016, 08:45:12 AM
We don't need a really complex system for the towns/bases to be honest. I remembery Tynan talking about this in an old thread, where he said he could use some pre-made bases and towns for the NPCs to use. I know it's not the most interesting system, but it's WAAY easier than making procedurally generated bases and cities.

(Plus, this would be the perfect opportunity to have a building contest  ;D)
Title: Re: A16 Hype
Post by: mrKafe on November 07, 2016, 09:35:58 AM
What if instead of trying to generate a full system that procedurally generated bases and stuff, the system simply choses from a pool of existing models... a big pool of existing models such as all those coming from actual existing bases made by players in their own games?
Title: Re: A16 Hype
Post by: fizban1978 on November 07, 2016, 10:43:40 AM
Um, Vehicles maybe?
Title: Re: A16 Hype
Post by: Scythah on November 07, 2016, 10:53:34 AM
Well, Tynan said he'd be discussing features more indepth soon enough so we'll wait and see. I'm betting it'll be more than just abstracted secondary colonies though, the ability to travel to new areas on the map has been highly requested for a while now even if it is a bit of a hurdle programming-wise.
Title: Re: A16 Hype
Post by: carbon on November 07, 2016, 11:28:46 AM
Quote from: fizban1978 on November 07, 2016, 10:43:40 AM
Um, Vehicles maybe?

It does seem likely we'll be able to have pack animals at least. That will give us more incentive to keep some large livestock around if you haven't already been doing that.
Title: Re: A16 Hype
Post by: Cpt. DuctTape on November 07, 2016, 11:57:43 AM
Quote from: mrKafe on November 07, 2016, 09:35:58 AM
What if instead of trying to generate a full system that procedurally generated bases and stuff, the system simply choses from a pool of existing models... a big pool of existing models such as all those coming from actual existing bases made by players in their own games?

Yeah, that's what I was trying to say. +1
Title: Re: A16 Hype
Post by: Alenerel on November 07, 2016, 01:33:42 PM
Quote from: mrKafe on November 07, 2016, 09:35:58 AM
What if instead of trying to generate a full system that procedurally generated bases and stuff, the system simply choses from a pool of existing models... a big pool of existing models such as all those coming from actual existing bases made by players in their own games?

I thought the same but if you think 5 seconds about it you notice why it cant be. Most of players "good" bases, either directly exploit the AI behavior, which are basically a rich citadel waiting for another player to be raided easily, or are impenetrable fortresses with 100 turrets pointing at every single square in the map.

However I think that there is a half way. Tynan could request players to create bases for the AI, but with some rules, like a max number of turrets, min number of squares per room, etc. It should not be either too easy or almost impossible to raid an AI base.
Title: Re: A16 Hype
Post by: ShadowTani on November 07, 2016, 01:52:38 PM
Quote from: fizban1978 on November 07, 2016, 10:43:40 AM
Um, Vehicles maybe?

That and mounts make a lot more sense to be added with world travel in place. Though I'll be positively surprised if we see fleshed out mechanisms for that added on top of this in the next update. But one can hope!
Title: Re: A16 Hype
Post by: mumblemumble on November 07, 2016, 01:55:31 PM
he DID say this was the biggest update yet...bigger than the health system, bigger than temperatures, bigger than stuff, drugs, social...so its possible.
Title: Re: A16 Hype
Post by: ShadowTani on November 07, 2016, 02:06:21 PM
Agreed, but I'm scared of taking the hype train too far. Like Carbon I kinda expect pack animals to be a thing as a minimum however - as that is kinda a thing in the game already with the traders from other colonies. Beyond that just getting wagons pulled by muffalos would be pretty huge for me.
Title: Re: A16 Hype
Post by: Alenerel on November 07, 2016, 02:16:07 PM
For mounts we need horses, donkeys, zebras, giraffes, rhinos, oiled pigs, etc.
Title: Re: A16 Hype
Post by: mumblemumble on November 07, 2016, 02:21:04 PM
Quote from: Alenerel on November 07, 2016, 02:16:07 PM
oiled pigs
...what kind of mounting again? O_o
Title: Re: A16 Hype
Post by: Bozobub on November 07, 2016, 03:05:30 PM
Quote from: carbon on November 07, 2016, 11:28:46 AMIt does seem likely we'll be able to have pack animals at least. That will give us more incentive to keep some large livestock around if you haven't already been doing that.
Oh, my, I'll  be able to have pack bears, perhaps?
*squee*

On a more serious note, I do NOT see this update as being friendly to previous saves, if any of this is true =o .
Title: Re: A16 Hype
Post by: Rahjital on November 07, 2016, 03:15:43 PM
Oh my god, Alpha 16 is when Rimworld community is going to turn into an assembly of world-conquering supervillains.

Think about all the stuff Rimworld players do now. Brainwashing to get new colonists? Check. Cannibalism when things start going bad? Of course. Turning people into hats to just to make profit? That too. But so far, it was all done for survival, to ensure the colony will live on. But now that we'll have the ability to expand, and exterminate... People won't stop until the world is ruled by their iron fist. Three people, coming from the sky, destined to forge a grand empire or die trying...

I think Rimworld might have potential to surpass Dwarf Fortress itself in epic stories come next update.
Title: Re: A16 Hype
Post by: Jaxxa on November 07, 2016, 07:04:23 PM
Quote from: Bozobub on November 07, 2016, 03:05:30 PM
On a more serious note, I do NOT see this update as being friendly to previous saves, if any of this is true =o .

No previous major release has been compatible with previous saved games.
Title: Re: A16 Hype
Post by: Bozobub on November 07, 2016, 08:17:54 PM
Good to know, I haven't seen it happen before ^^' .
Title: Re: A16 Hype
Post by: Alenerel on November 08, 2016, 01:59:09 AM
Even if this was the only one I think that we dont have the right to complain about losing saves while the game is still on alpha. When it goes out of alpha as released then it would be a big deal but not now.
Title: Re: A16 Hype
Post by: mrKafe on November 08, 2016, 04:03:29 AM
Quote from: Alenerel on November 07, 2016, 01:33:42 PM
Quote from: mrKafe on November 07, 2016, 09:35:58 AM
What if instead of trying to generate a full system that procedurally generated bases and stuff, the system simply choses from a pool of existing models... a big pool of existing models such as all those coming from actual existing bases made by players in their own games?



I thought the same but if you think 5 seconds about it you notice why it cant be. Most of players "good" bases, either directly exploit the AI behavior, which are basically a rich citadel waiting for another player to be raided easily, or are impenetrable fortresses with 100 turrets pointing at every single square in the map.

However I think that there is a half way. Tynan could request players to create bases for the AI, but with some rules, like a max number of turrets, min number of squares per room, etc. It should not be either too easy or almost impossible to raid an AI base.

Had not thought of that and you are right it may pose a problem however maybe there is some way to work around it like factoring in variables such as base wealth, even more directly number of turrets... IDK similar to what is already used to calculate the right size of threats according to your progress.

Also, maybe what you need is an actual challenge!... the kind that only another human player can pose! Also think that maybe sometimes you will get that kind of state-of-the-art base plan with ultra secure killbox and so on... but other (possibly most of the times?) you will get in the middle of the construction project and the base will have vulnerabilities... finally think that if the ai is many times able to work around your defences, a human player will no doubt find a way too.
Title: Re: A16 Hype
Post by: Lightzy on November 08, 2016, 04:48:23 AM
This opens up victory conditions to stuff like I suggested a long time ago :>
The last surviving remnants of the tribe savaged by the mechanids winning by destroying the planetary mechanid hive in a super complex assault scenario :)
sweet.
Hopefully you also get some interesting build options when attacking.


I'm pretty sure the AI will never have a hope of defense though. A smart player will just run around the AI, possibly mining into the power lines, cutting off any perimeter defense.. sniping off units etc.

You'd have to do all RTS AI for this stuff
Title: Re: A16 Hype
Post by: mumblemumble on November 08, 2016, 05:24:09 AM
Quote from: Lightzy on November 08, 2016, 04:48:23 AM
This opens up victory conditions to stuff like I suggested a long time ago :>
The last surviving remnants of the tribe savaged by the mechanids winning by destroying the planetary mechanid hive in a super complex assault scenario :)
sweet.
Hopefully you also get some interesting build options when attacking.


I'm pretty sure the AI will never have a hope of defense though. A smart player will just run around the AI, possibly mining into the power lines, cutting off any perimeter defense.. sniping off units etc.

You'd have to do all RTS AI for this stuff
Stop it dammit, your getting me too excited for possibilities
Title: Re: A16 Hype
Post by: The13thRonin on November 08, 2016, 07:42:26 AM
I'm excited that the Alpha 16 previews have quite clearly been hinting that the romance system will no longer be enforcing strict gender roles.

Finally... Together we will close the RimWorld pay-gap /s.
Title: Re: A16 Hype
Post by: mumblemumble on November 08, 2016, 07:48:57 AM
Quote from: The13thRonin on November 08, 2016, 07:42:26 AM
I'm excited that the Alpha 16 previews have quite clearly been hinting that the romance system will no longer be enforcing strict gender roles.

Finally... Together we will close the RimWorld pay-gap /s.
the sarcasm in the air is so thick im choking on it.  :D
Title: Re: A16 Hype
Post by: JesterHell on November 08, 2016, 08:41:16 PM
Another teaser from Tynan.

(https://pbs.twimg.com/media/Cwx7OlOUAAEbvHk.jpg:large)
Title: Re: A16 Hype
Post by: Element4ry on November 08, 2016, 09:03:43 PM
It looks so great, I'd eat it. I wonder if we would need to build the boats to go across the seas.
Title: Re: A16 Hype
Post by: Rafe009 on November 08, 2016, 09:13:12 PM
Quote from: JesterHell on November 08, 2016, 08:41:16 PM
Another teaser from Tynan.


Really cool, he's showing what looks like the blue homebase - I assume it's home from the last image and the fact there is only one icon of this color - on an island. Does this suggest we will be able to research surface and water craft construction and might be able to use a similar menu as the shipbuilding menu to build aquatic vehicles  to traverse water?
Title: Re: A16 Hype
Post by: JesterHell on November 08, 2016, 09:45:45 PM
Quote from: Element4ry on November 08, 2016, 09:03:43 PM
It looks so great, I'd eat it. I wonder if we would need to build the boats to go across the seas.

Quote from: Rafe009 on November 08, 2016, 09:13:12 PM
Really cool, he's showing what looks like the blue homebase - I assume it's home from the last image and the fact there is only one icon of this color - on an island. Does this suggest we will be able to research surface and water craft construction and might be able to use a similar menu as the shipbuilding menu to build aquatic vehicles  to traverse water?

Well in the "A16 Island start and Caravane Issue" thread Tynan says.

Quote from: Tynan on November 07, 2016, 03:49:27 PM
There will be a solution.

The same solution pirates use already!

The only solution that pirate use that i can think of is drop pods, probably a new thing to build on your space ship instead of cryptosleep caskets, its the simplest solution to implement on a first pass.
Title: Re: A16 Hype
Post by: Mr.Cross on November 08, 2016, 10:52:01 PM
This "Ice Planet" makes me wonder if these planets are just going to be Aesthetic or if they are actually going to add some more chellenges into the game. I.e Ice planet = Temp is always below (Define temp here) or say a Jungle planet where it almost never stops raining which would in turn Incur mood debuffs in the begining (cause no one likes being in the rain.) and persistent shooting accuracy penalties?
Title: Re: A16 Hype
Post by: Cimm0 on November 09, 2016, 03:24:46 AM
Quote from: Lightzy on November 08, 2016, 04:48:23 AM
This opens up victory conditions to stuff like I suggested a long time ago :>
The last surviving remnants of the tribe savaged by the mechanids winning by destroying the planetary mechanid hive in a super complex assault scenario :)

I'd love to see this in several parts, for example:

1) Set up your own colony after barely escaping.
2) Make friends with other tribes.
3) Give them things in return for taking part in assaulting the mechanoid hive OR force them to.
4) Final assault with as many tribes as you want helping you with a giant human wave assault on mechanoid primary hive.

This way you could use social skills (make friends), economic power (bribe and equip them), combat performance (heavy weapon squad + human wave) and equipment - basically everything - to work towards a goal that you can not handle alone. All kinds of characters would be useful! Lots of relationships and memories to be made!
Title: Re: A16 Hype
Post by: ShadowTani on November 09, 2016, 06:44:22 AM
Quote from: Mr.Cross on November 08, 2016, 10:52:01 PM
This "Ice Planet" makes me wonder if these planets are just going to be Aesthetic or if they are actually going to add some more chellenges into the game.

I just think this shows that we now will be able to visually see the seasons change on the world map and this is how it'll look during the winter season.
Title: Re: A16 Hype
Post by: Vincent on November 09, 2016, 06:46:49 AM
Anyone else have a multiplayer feeling from these teasers ?  :P
Title: Re: A16 Hype
Post by: Jimyoda on November 09, 2016, 09:28:04 AM
Quote from: Vincent on November 09, 2016, 06:46:49 AM
Anyone else have a multiplayer feeling from these teasers ?  :P
I thought each home icon was the player's additional colonies, but now that you mention it, it seems like each home icon could be *another online player's* home colony. A raid might not always be a party of AI pirates or tribals, but rather the pawns from another player, sent by caravan. Each colony fighting each other for survival. Some colonies could be allies for trade and defend each other.
Title: Re: A16 Hype
Post by: Alenerel on November 09, 2016, 09:39:30 AM
STOP STOOOOOP

No multiplayer, just no. Multiplayer in Anno, multiplayer in Tropico, people even request multiplayer in Besiege! Stop asking multiplayer for games where it doenst make any sense at all!!!
Title: Re: A16 Hype
Post by: JesterHell on November 09, 2016, 09:55:25 AM
Quote from: ShadowTani on November 09, 2016, 06:44:22 AM
Quote from: Mr.Cross on November 08, 2016, 10:52:01 PM
This "Ice Planet" makes me wonder if these planets are just going to be Aesthetic or if they are actually going to add some more chellenges into the game.

I just think this shows that we now will be able to visually see the seasons change on the world map and this is how it'll look during the winter season.

Its called
QuoteRimWorld: The Ice Planet
on Tynan's Twitter (https://twitter.com/TynanSylvester/status/796146790160601088?lang=en) so...
Title: Re: A16 Hype
Post by: Marduk on November 09, 2016, 10:10:04 AM
Quote from: carbon on November 07, 2016, 08:43:31 AM
Having secondary locations be abstract menus is almost certainly a necessary evil.

It's plausible you'd be able to fully abandoned a colony (leaving no pawns behind) and set up a primary village somewhere else, but don't expect the first colony to look exactly the same if you ever returned.
The simple alternative would be switching between your places with calendar based synchronization. Say, play 1st of summer 5508 on Colony 1, play 1st of summer 5508 on Outpost 1, play 2nd of summer 5508 on Colony 1 and so on. Not neccessarily in that allocation of time and so on. It would slow the gameplay down depending on number of places you run, but it would work and be pretty easy to implement.
Title: Re: A16 Hype
Post by: Pink Omega on November 09, 2016, 10:22:31 AM
These icons (Home and destroyed colonies icons) from the teaser somehow reminds me of spore.
Title: Re: A16 Hype
Post by: Cpt. DuctTape on November 09, 2016, 10:52:24 AM
Quote from: JesterHellThe only solution that pirate use that i can think of is drop pods, probably a new thing to build on your space ship instead of cryptosleep caskets, its the simplest solution to implement on a first pass.

I really like this idea. It would be way more usefull than a simple boat, AND it would give another reason for the player to build the ship, and use it for something else, besides escaping the planet.
Title: Re: A16 Hype
Post by: MikeLemmer on November 09, 2016, 12:15:20 PM
Quote from: ShadowTani on November 09, 2016, 06:44:22 AMI just think this shows that we now will be able to visually see the seasons change on the world map and this is how it'll look during the winter season.

Technically, if it was showing seasonal changes, one hemisphere shouldn't have as much ice on it, since it's in summer instead of winter.

Quote from: Pink Omega on November 09, 2016, 10:22:31 AM
These icons (Home and destroyed colonies icons) from the teaser somehow reminds me of spore.

I think the Skulls are pirate bases, not destroyed colonies. Houses are NPC colonist settlements, tents are tribes.

I wonder if this means there will be dozens of factions on each planet now, but you'll (normally) only interact with the closest ones.
Title: Re: A16 Hype
Post by: Bozobub on November 09, 2016, 12:20:19 PM
Quote from: MikeLemmer on November 09, 2016, 12:15:20 PMI wonder if this means there will be dozens of factions on each planet now, but you'll (normally) only interact with the closest ones.
That makes some sense, although I expect a bit more than that =) .
Title: Re: A16 Hype
Post by: JimmyAgnt007 on November 09, 2016, 12:27:48 PM
Id love an uninhabited planet that you can populate yourself.  Get bored of a colony?  start a new one and burn the old one down or trade with it.  Then watch the whole world fill up with your attempts.

Maybe one full of tribals you slowly push off their land.
Title: Re: A16 Hype
Post by: Sirportalez on November 09, 2016, 12:34:49 PM
Quote from: JesterHell on November 08, 2016, 09:45:45 PM
Quote from: Tynan on November 07, 2016, 03:49:27 PM
There will be a solution.

The same solution pirates use already!

The only solution that pirate use that i can think of is drop pods, probably a new thing to build on your space ship instead of cryptosleep caskets, its the simplest solution to implement on a first pass.

Yeah, but it makes no sense to build a spaceship for crossing the sea.
Title: Re: A16 Hype
Post by: JimmyAgnt007 on November 09, 2016, 12:42:35 PM
I want a cannon that fires drop pods like artillery shells.  Supreme Commander anyone?
Title: Re: A16 Hype
Post by: MikeLemmer on November 09, 2016, 12:49:36 PM
Quote from: Sirportalez on November 09, 2016, 12:34:49 PM
Quote from: JesterHell on November 08, 2016, 09:45:45 PM
Quote from: Tynan on November 07, 2016, 03:49:27 PM
There will be a solution.

The same solution pirates use already!

The only solution that pirate use that i can think of is drop pods, probably a new thing to build on your space ship instead of cryptosleep caskets, its the simplest solution to implement on a first pass.

Yeah, but it makes no sense to build a spaceship for crossing the sea.

It would make sense if the spaceship started as sea-crossing and was eventually upgraded to an actual spaceship.
Title: Re: A16 Hype
Post by: Sirportalez on November 09, 2016, 01:02:12 PM
Ok, so it is a hightech boat made of plasteel instead of a simple neolithic wodden boat. Alright! ;)
Title: Re: A16 Hype
Post by: JimmyAgnt007 on November 09, 2016, 01:15:59 PM
The thing about drop pods, from a ship or not, is getting home.  Sure the ship launches them over but they still need to walk home.

Pirates flee on foot but how do they get back home?
Title: Re: A16 Hype
Post by: Andy_Dandy on November 09, 2016, 01:52:36 PM
Quote from: Jimyoda on November 09, 2016, 09:28:04 AM
Quote from: Vincent on November 09, 2016, 06:46:49 AM
Anyone else have a multiplayer feeling from these teasers ?  :P
I thought each home icon was the player's additional colonies, but now that you mention it, it seems like each home icon could be *another online player's* home colony. A raid might not always be a party of AI pirates or tribals, but rather the pawns from another player, sent by caravan. Each colony fighting each other for survival. Some colonies could be allies for trade and defend each other.

I'd love multiplayer games in Rimworld for sure. That would be the ultimate game ever. That said, I think Rimworld is the best singleplayer game the world has seen, so no dumbing down of the base game to please those wanting fast multiplayer games, and for sure make the full core game available in multiplayer.

On the realistic side. My guess is the next update will be about traveling arround on the planet (something that opens up for great multiplayer mechanisms later on of course).
Title: Re: A16 Hype
Post by: MikeLemmer on November 09, 2016, 03:24:25 PM
At this point, I just want a bullet list of what's added to A16 and an estimate on when the unstable build will be released.
Title: Re: A16 Hype
Post by: mumblemumble on November 09, 2016, 04:02:44 PM
Quote from: MikeLemmer on November 09, 2016, 03:24:25 PM
At this point, I just want a bullet list of what's added to A16 and an estimate on when the unstable build will be released.
I agree, as cool as it looks, the teasers are AGONIZINGLY vague at best...
Title: Re: A16 Hype
Post by: milon on November 09, 2016, 04:10:43 PM
Quote from: JimmyAgnt007 on November 09, 2016, 01:15:59 PM
The thing about drop pods, from a ship or not, is getting home.  Sure the ship launches them over but they still need to walk home.

Pirates flee on foot but how do they get back home?

Hitchhike!

Or, you know, they don't. They're pirates. They're expected to complete their mission or die trying. Failure is not an option, and all that. ;)

When they run away, they're violating orders and would likely get shot on sight if they did make it back.
Title: Re: A16 Hype
Post by: Jimyoda on November 09, 2016, 04:20:14 PM
Asking for upcoming features and when... People here have read the FAQ, right??
Keep in mind A16 is going to be one of the biggest updates ever. Now is the worst time to not exercise patience. But as a guess, I'm not expecting anything until 2017 Q1.

Edit: Comment about 'upcoming features' excludes features officially shared of course. Rather, we're not going to get a bullet list during the development phase.
Title: Re: A16 Hype
Post by: mumblemumble on November 09, 2016, 04:36:34 PM
Im more worried on WHAT it is...its obvious certain stuff exists for a16 right now, but we have no REAL clue what
Title: Re: A16 Hype
Post by: Cpt. DuctTape on November 09, 2016, 04:42:35 PM
Well Tynan did say that he will post some more info about the next update soon-ish, so I'll guess we just have to wait. :/

And waiting is even harder after seeing those images.. :-(
Title: Re: A16 Hype
Post by: Alenerel on November 09, 2016, 04:49:23 PM
Following the law of Murphy (Tynan Murphy) I can predict this:
- Will be released on 24 dec at night
- Will have a ton of bugs and be almost unplayable
- Players will play the game all day ignoring their families, breaking a lot of them
- Players wont be capable to play very well due to the game being broken
- Tynan rejuvenates 20 years due to absorbing all the suffering he is causing to us
Title: Re: A16 Hype
Post by: JesterHell on November 09, 2016, 08:20:24 PM
Quote from: MikeLemmer on November 09, 2016, 12:15:20 PM
Technically, if it was showing seasonal changes, one hemisphere shouldn't have as much ice on it, since it's in summer instead of winter.

Only if the Rimworld has a near circular orbit and rotational axis tilt like earths.

(http://www.mentorials.com/site/monographs/high-school/geography/images/seasons-due-to-axial-tilt.jpg)

If however the seasons are caused not by an axis tilt with a near circular orbit but simply an elliptical orbit then that image could be "accurate" for winter.

(https://i.ytimg.com/vi/59qniggFpFQ/maxresdefault.jpg)

Quote from: Sirportalez on November 09, 2016, 12:34:49 PM
Yeah, but it makes no sense to build a spaceship for crossing the sea.

Never said it made sense just that it'd fit his comment and would be the least work to implement.

Quote from: JimmyAgnt007 on November 09, 2016, 01:15:59 PM
The thing about drop pods, from a ship or not, is getting home.  Sure the ship launches them over but they still need to walk home.

Pirates flee on foot but how do they get back home?

Hypothetically the ship could land nearby after the drop pods are launched, it would also technically give everyone whom wants vehicles what they want... in a sense.
Title: Re: A16 Hype
Post by: erdrik on November 10, 2016, 02:42:32 AM
Quote from: JesterHell on November 09, 2016, 08:20:24 PM
...Hypothetically the ship could land nearby after the drop pods are launched...

Is it ever explicitly stated drop pods always come from ships?
I mean, if colonists can scrounge together an orbit capable ship from little more than steel and random components...
It seems plausible that at least some drop pods are being launched from non-ship sources.
They could have their own 1-time use rockets and simply be launched from the raider base, or shot out of low acceleration MAG cannons, or even just dropped out of an atmospheric plane.
Title: Re: A16 Hype
Post by: Vincent on November 10, 2016, 10:18:18 AM
Multiplayer !  ;)
Title: Re: A16 Hype
Post by: A Friend on November 10, 2016, 10:48:04 AM
I really doubt it. I think people are getting a bit too hyped for this.
Title: Re: A16 Hype
Post by: Vincent on November 10, 2016, 10:52:38 AM
Quote from: A Friend on November 10, 2016, 10:48:04 AM
I really doubt it. I think people are getting a bit too hyped for this.

(https://pbs.twimg.com/media/ChGFv9VU0AApNgy.jpg)
Title: Re: A16 Hype
Post by: carbon on November 10, 2016, 11:08:08 AM
I, for one, can't wait to play multiplayer in the next version of No Man's Rim.

I know the developer would never let us down.

:P
Title: Re: A16 Hype
Post by: Vincent on November 10, 2016, 11:49:58 AM
Quote from: carbon on November 10, 2016, 11:08:08 AM
I, for one, can't wait to play multiplayer in the next version of No Man's Rim.

I know the developer would never let us down.

:P

No Man's Sky will ever be fraction of what Rimworld is, I own both game  ::)

But idk, I have a felling about it ;D
Title: Re: A16 Hype
Post by: O Negative on November 10, 2016, 05:21:58 PM
As the person who started the thread, I feel a little hypocritical saying this, but it needs to be said...

Let's not over-hype this, guys.
Tynan hasn't revealed any real information regarding Alpha 16's new world systems, and we can't just go around assuming all these great things.
People are starting to bring up No Man's Sky, jokingly, but every joke has some truth behind it.

It's okay to be excited. It's okay to be hyped.
However, a lot of you are going to be incredibly disappointed in A16 (and Tynan) if you keep assuming it's going to have everything you've ever wanted in RimWorld.
And, in my opinion, that's not okay...
Title: Re: A16 Hype
Post by: MikeLemmer on November 10, 2016, 05:54:30 PM
Quote from: O Negative on November 10, 2016, 05:21:58 PMHowever, a lot of you are going to be incredibly disappointed in A16 (and Tynan) if you keep assuming it's going to have everything you've ever wanted in RimWorld.

A16 will solve global warming and herald world peace.
Title: Re: A16 Hype
Post by: Alenerel on November 10, 2016, 07:29:25 PM
Quote from: MikeLemmer on November 10, 2016, 05:54:30 PM
A16 will solve global warming and herald world peace.

If it doesnt Tynan can count me out for voting him.

But seriously, all I want is less micro management and better UI. T_T
Title: Re: A16 Hype
Post by: Vincent on November 10, 2016, 11:11:17 PM
Quote from: O Negative on November 10, 2016, 05:21:58 PM
As the person who started the thread, I feel a little hypocritical saying this, but it needs to be said...

Let's not over-hype this, guys.
Tynan hasn't revealed any real information regarding Alpha 16's new world systems, and we can't just go around assuming all these great things.
People are starting to bring up No Man's Sky, jokingly, but every joke has some truth behind it.

It's okay to be excited. It's okay to be hyped.
However, a lot of you are going to be incredibly disappointed in A16 (and Tynan) if you keep assuming it's going to have everything you've ever wanted in RimWorld.
And, in my opinion, that's not okay...

Sorry but what was wrong in No Man's Sky hype was that devs flat out lied (even weeks before release) about what would be in the game. Tynan never did that.

I think it's totally ok to hype ourself for A16, and I hope there will be some kind of multiplayer then. We just need to be mature about it, I already love the game so I don't see the problem.
Title: Re: A16 Hype
Post by: JesterHell on November 10, 2016, 11:33:04 PM
Quote from: Vincent on November 10, 2016, 10:18:18 AM
Multiplayer !  ;)

no, just no.
Title: Re: A16 Hype
Post by: Domkrat282 on November 11, 2016, 02:17:45 AM
Quote from: JesterHell on November 10, 2016, 11:33:04 PM
Quote from: Vincent on November 10, 2016, 10:18:18 AM
Multiplayer !  ;)

no, just no.
Psst, do you want some z-levels?
Title: Re: A16 Hype
Post by: jmababa on November 11, 2016, 02:42:39 AM
Quote from: Vincent on November 10, 2016, 11:11:17 PM
Quote from: O Negative on November 10, 2016, 05:21:58 PM
As the person who started the thread, I feel a little hypocritical saying this, but it needs to be said...

Let's not over-hype this, guys.
Tynan hasn't revealed any real information regarding Alpha 16's new world systems, and we can't just go around assuming all these great things.
People are starting to bring up No Man's Sky, jokingly, but every joke has some truth behind it.

It's okay to be excited. It's okay to be hyped.
However, a lot of you are going to be incredibly disappointed in A16 (and Tynan) if you keep assuming it's going to have everything you've ever wanted in RimWorld.
And, in my opinion, that's not okay...

Sorry but what was wrong in No Man's Sky hype was that devs flat out lied (even weeks before release) about what would be in the game. Tynan never did that.

I think it's totally ok to hype ourself for A16, and I hope there will be some kind of multiplayer then. We just need to be mature about it, I already love the game so I don't see the problem.

yup its fine to hype this game he's always correct about what's coming up next
Title: Re: A16 Hype
Post by: Jimyoda on November 11, 2016, 02:45:12 AM
Quote from: Domkrat282 on November 11, 2016, 02:17:45 AM
Quote from: JesterHell on November 10, 2016, 11:33:04 PM
Quote from: Vincent on November 10, 2016, 10:18:18 AM
Multiplayer !  ;)

no, just no.
Psst, do you want some z-levels?

Quote from: Tynan on February 26, 2014, 07:44:03 PM
As giant mega-difficult features go, this isn't my favorite. I'd do multiplayer before this, if I were to do either one of them.
Title: Re: A16 Hype
Post by: Vincent on November 11, 2016, 04:52:03 AM
On a dev point of view multiplayer would be a lot easier implement than z-levels, it doesn't need to be like 2 players plays on a map at the same time. One mod even implement multiplayer https://steamcommunity.com/sharedfiles/filedetails/?id=732930564
Title: Re: A16 Hype
Post by: mumblemumble on November 11, 2016, 04:54:23 AM
I honestly hope its not multiplayer, this would be really sad, imo if thats what it is, rather than a traveling feature...
Title: Re: A16 Hype
Post by: Domkrat282 on November 11, 2016, 04:59:15 AM
Relax, guys, i'm against z-levels (and against multiplayer too). These too much requested features will break current game philosophy. Game need revision of existing mechanichs and UI - both of them overloaded. Glad to see this revision (as i can remember Tynan want rework UI) and adding global map for interesting lategame - we will see what will happen.
Title: Re: A16 Hype
Post by: Vincent on November 11, 2016, 05:03:03 AM
Quote from: mumblemumble on November 11, 2016, 04:54:23 AM
I honestly hope its not multiplayer, this would be really sad, imo if thats what it is, rather than a traveling feature...

I don't understand why would you be "sad" to have a multiplayer option
Title: Re: A16 Hype
Post by: JesterHell on November 11, 2016, 05:10:26 AM
Quote from: Domkrat282 on November 11, 2016, 02:17:45 AM
Psst, do you want some z-levels?

I would take Z-levels but I don't think its gonna happen unfortunately, too much cost for too little reward.

Quote from: Jimyoda on November 11, 2016, 02:45:12 AM
Quote from: Tynan on February 26, 2014, 07:44:03 PM
As giant mega-difficult features go, this isn't my favorite. I'd do multiplayer before this, if I were to do either one of them.

An unfortunate truth... I'd rather neither then just multiplayer... I hate multiplayer.

Quote from: Vincent on November 11, 2016, 04:52:03 AM
On a dev point of view multiplayer would be a lot easier implement than z-levels, it doesn't need to be like 2 players plays on a map at the same time. One mod even implement multiplayer https://steamcommunity.com/sharedfiles/filedetails/?id=732930564

And??? my opposition to multiplayer is that its a feature I would literally get no benefit out of not that it would be hard to implement, I don't play multiplayer games... they have a tendency to make my blood boil when I do play them.

Quote from: mumblemumble on November 11, 2016, 04:54:23 AM
I honestly hope its not multiplayer, this would be really sad, imo if thats what it is, rather than a traveling feature...

I don't think anyone was genuinly saying this update will have MP just that it would work great with it... at lest I hope so.

Quote from: Vincent on November 11, 2016, 05:03:03 AM
Quote from: mumblemumble on November 11, 2016, 04:54:23 AM
I honestly hope its not multiplayer, this would be really sad, imo if thats what it is, rather than a traveling feature...

I don't understand why would you be "sad" to have a multiplayer option

I cant' speak for old Mumbles there but personally I just don't like or enjoy playing multiplayer and feel that time spent developing and supporting it with such a small team could be better spent on literally anything from more bug fixes, better UI, more research and production, better pawn "personality" or the addition of Tran-Animals "races" from the long sleep briefing.
Title: Re: A16 Hype
Post by: Domkrat282 on November 11, 2016, 05:21:16 AM
Quote from: Vincent on November 11, 2016, 05:03:03 AM
Quote from: mumblemumble on November 11, 2016, 04:54:23 AM
I honestly hope its not multiplayer, this would be really sad, imo if thats what it is, rather than a traveling feature...
I don't understand why would you be "sad" to have a multiplayer option
Multiplayer is not just option and drain of developers resourses, it is complete rebalance of game - and not obliviously to the good side for single-players. Look at Paradox grand strategy games - they slowly becoming more multiplayer-oriented and i feel what it is not good.
Title: Re: A16 Hype
Post by: Vincent on November 11, 2016, 05:23:01 AM
Quote from: JesterHell on November 11, 2016, 05:10:26 AM
I cant' speak for old Mumbles there but personally I just don't like or enjoy playing multiplayer and feel that time spent developing and supporting it with such a small team could be better spent on literally anything from more bug fixes, better UI, more research and production, better pawn "personality" or the addition of Tran-Animals "races" from the long sleep briefing.

Well it's too late to worry about that now  :P either Tynan implemented multiplayer and giving up on it now would be a waste or he didn't and well literally anything else could roll out (but probably not z levels)
Title: Re: A16 Hype
Post by: JesterHell on November 11, 2016, 06:05:40 AM
Quote from: Vincent on November 11, 2016, 05:23:01 AM
Well it's too late to worry about that now  :P either Tynan implemented multiplayer and giving up on it now would be a waste or he didn't and well literally anything else could roll out (but probably not z levels)

I'm not worried, I personally feel confident that its not multiplayer but "simply" a complete restructure of world generation and entity (pirates, tribal, outlanders) interaction, but if it is multiplayer then Jimyoda's quote from Tynan about doing multiplayer before z-levels is the first thing that come to mind.

If A16 has multiplayer then A17 has Z-levels.
Title: Re: A16 Hype
Post by: mumblemumble on November 11, 2016, 06:11:18 AM
Quote from: Vincent on November 11, 2016, 05:03:03 AM
Quote from: mumblemumble on November 11, 2016, 04:54:23 AM
I honestly hope its not multiplayer, this would be really sad, imo if thats what it is, rather than a traveling feature...

I don't understand why would you be "sad" to have a multiplayer option
Not so much sad it being an option, but added instead of CONTENT....

netcode, balance, code for interactions, balancing new features would mean FAAAAAAR less content.
Title: Re: A16 Hype
Post by: Vincent on November 11, 2016, 06:15:46 AM
From the teasers I can't see any clue of new content, I doubt there will be any as we  got content in A15
Title: Re: A16 Hype
Post by: jmababa on November 11, 2016, 06:17:03 AM
Quote from: Vincent on November 11, 2016, 05:03:03 AM
Quote from: mumblemumble on November 11, 2016, 04:54:23 AM
I honestly hope its not multiplayer, this would be really sad, imo if thats what it is, rather than a traveling feature...

I don't understand why would you be "sad" to have a multiplayer option

Me i understand him he dosen't want to get raided while he's offline. Happened to me lots of times in Last Stand dead Zone man i hate that
Title: Re: A16 Hype
Post by: Alenerel on November 11, 2016, 06:58:58 AM
Multiplayer doesnt make any sense in game where you take more than 2 hours to achieve decent combat.
Title: Re: A16 Hype
Post by: jmababa on November 11, 2016, 07:17:07 AM
Quote from: Alenerel on November 11, 2016, 06:58:58 AM
Multiplayer doesnt make any sense in game where you take more than 2 hours to achieve decent combat.

It does it takes you 3 levels to achieve decent combat in last stand dead zone you are locked being raided and also you can't raid for 1st 3 levels
Title: Re: A16 Hype
Post by: Vincent on November 11, 2016, 07:17:53 AM
Nobody said it would have to be player vs player...
Title: Re: A16 Hype
Post by: grinch on November 11, 2016, 07:33:52 AM
Quote from: Vincent on November 11, 2016, 07:17:53 AM
Nobody said it would have to be player vs player...
True, could be PvE but with players bases. well id like multi but i think its not priority. balance, more content, better UI should be
Title: Re: A16 Hype
Post by: mumblemumble on November 11, 2016, 07:59:09 AM
its not because I would fear raids, its allocation of time....tynan spends several months per update. Each week is x amount of work.

if y amount of time is spent on multiplayer (something I WILL NOT care about... tbh) this is y time spent LESS on other stuff, like optimization, features, ui, QOL improvements...ect.

I wouldnt mind this in say...a year or 2, but the game is just barely getting some meat on its bones now. Not to say I don't enjoy it, but content is still lacking, and it needs to be a bit more rounded out.
Title: Re: A16 Hype
Post by: carbon on November 11, 2016, 08:50:01 AM
Quote from: O Negative on November 10, 2016, 05:21:58 PM
...
Let's not over-hype this, guys.
Tynan hasn't revealed any real information regarding Alpha 16's new world systems, and we can't just go around assuming all these great things.
People are starting to bring up No Man's Sky, jokingly, but every joke has some truth behind it.
...

To be fair, I've been consistently trying to deflate the overhype bubble throughout this thread to keep expectations realistic.
My NMRim joke was simply one more facetious attempt to do just that.

---------------------------------

I want to step back and take a second to highlight what, historically, a new alpha entailed:

A1 - Game is released
A2 - Modding and cooking
A3 - AI factions and improved moddability
A4 - Wood and centipede mechs
A5 - Sieges, spaceship (endgame) and scythers
A6 - World generation (biomes), detailed health and traits
A7 - Material-based properties, melee weapons and prosthetics 
A8 - Temperatures, sculptures and long-term crafting
A9 - Beer, procedural art and aging
A10 - Joy, timetables and outfits
A11 - Traps, long-term events and sappers
A12 - Animal taming, room stats and ancient artifacts
A13 - Relationships, components and infestations
A14 - Scenario editing and lots of polish stuff
A15 - Drugs, deep drilling and a tutorial

Now those were just the major flagship changes with other minor additions and adjustments rolled in, but what should be apparent is that a typical alpha brings with it roughly 2 or 3 modest feature expansions to the game. Indeed, some of the alphas look almost trivial from this far along in development (yes, "wood and centipedes" was the bulk of an alpha).
So when Tynan says something like:

QuoteA16 will probably be the biggest update ever in terms of the amount of work we've done adding and refining things . . .

that doesn't necessarily mean the next alpha will completely revolutionize the entire game (multiplayer / z-levels).
It is just slightly bigger / more complex than any other -singular- update.

----------------------

So with that said, I think my best guess for A16 would be:

A16 -
Fancier world map (globe, abstract settlements, world travel)
Fancier faction relations (counter raids, caravans)
Fancier economy (supply and demand, location-dependent resource availability)

which is still a pretty cool bit of stuff, even if it isn't earth shattering or exactly what anyone wanted.
Of course, I could be completely wrong on all of it.
Title: Re: A16 Hype
Post by: Andy_Dandy on November 11, 2016, 09:07:14 AM
Quote from: Alenerel on November 11, 2016, 06:58:58 AM
Multiplayer doesnt make any sense in game where you take more than 2 hours to achieve decent combat.

For you perhaps, but for me it would be the most ultimate gaming experience I've ever had. Of course then a kind of multiplayer where all the players play all the time. So a load and save game with trusted players over a long period of time.

Multiplayer that isn't the same as the singleplayer experience but with human opponents added in on other starting locations on the globe, is of no interest.
Title: Re: A16 Hype
Post by: Jimyoda on November 11, 2016, 10:19:21 AM
I agree with Carbon's assessment/prediction of what the next release will bring - travel on the world map, but still as a single player. Breaking out of the confines of that boxy map has been a long-time dream.

In Tynan's quote below I'll stress his point the IF multiplayer was ever done, it would NOT be PvP.

Quote from: Tynan on September 25, 2013, 05:58:00 PM
If I did multiplayer I think it would be in a co-op context.

Making the game into a competitive RTS would really break a lot of the core concepts driving the design. Namely: it's not about winning, it's about the story.

A competitive context would break because the game isn't close to being balanced (what with all the random events and degenerate strategies). In this context competition becomes meaningless.

If we had several players working together, however (say, on the same colony, or in allied colonies close together), they could experience the AI Storyteller's stories together, maybe help each other in times of need, stuff like that. And we wouldn't have to balance the game for PvP.
Title: Re: A16 Hype
Post by: Vincent on November 11, 2016, 01:22:04 PM
Quote from: carbon on November 11, 2016, 08:50:01 AM
A16 -
Fancier world map (globe, abstract settlements, world travel)
Fancier faction relations (counter raids, caravans)
Fancier economy (supply and demand, location-dependent resource availability)

which is still a pretty cool bit of stuff, even if it isn't earth shattering or exactly what anyone wanted.
Of course, I could be completely wrong on all of it.

To you A16 is just a bunch of IU revamp and economy balance ?
Title: Re: A16 Hype
Post by: Grishnerf on November 11, 2016, 01:32:38 PM
we will be able to visit other colonies,tribes, pirate hideouts, and dangers (skull symbols!)
with playable trade-Caravans/raids.

you Need to equip them with Food, medicine,weapons, maybe extra clothes for different weather.
after you played the Caravan/raid you Switch back to the time they left your colony, Play normal again, and at some Point later the surviving members of the Caravans/raids would rejoin your colony.
(depends on travel distance on the globemap and if they had enough Food supllied)


cant wait to Play this :D
it could be like adventure mode in dwarf fortress.
very very roguelike and unforgiving to explore some ancient dangers.

and the map creation of those explorable tiles has no Limits.
the whole map could be a maze with traps.
or a jungle Utopia with cannibals etc
endless possibilities!


Title: Re: A16 Hype
Post by: mumblemumble on November 11, 2016, 05:09:47 PM
To be honest, this update will overthrow a6 as my favorite update, if it does what people are speculating....and thats a doozy, because im a sucker for detailed health.
Title: Re: A16 Hype
Post by: carbon on November 11, 2016, 05:47:23 PM
Quote from: Vincent on November 11, 2016, 01:22:04 PM
To you A16 is just a bunch of IU revamp and economy balance ?

Sure. The UI part has already been teased, but it really needs something to make it seem interactive. Adding a more lively and complex economy seems to be a great way to do that. It is a natural outcome of villages with diverse environments and technological levels, it would improve upon the existing static trading system which has been sorely lacking for several alphas and it stays well within the 'survivors just trying to get by' theme of the game. Not to mention it would be relatively straightforward to implement in a timely and mod-friendly way.

Once the world map is in a stable and modestly enjoyable state, Tynan & Ison can always add more viscerally exciting stuff in future alphas.
Title: Re: A16 Hype
Post by: Stealthkibbler on November 11, 2016, 09:19:47 PM
Maybe its just me but the fact that theres like somewhat 20-40 sites on the world map, compared to the default 4-5 we normally get. That's a big stepup and it'll be interesting to see what different sites there are, hopefully mechanoids play a role somewhere in there.

At first I was under the impression that the sites on map only act sort of as 'raid' dungeons, but given the tribal, skull and outlander icons they do infact seem to be more factions.

It's also a big deal imho because currently in A15 and previous versions if you edit in more than 10 factions the game can hang for a considerable amount of time when it spins the wheel to determine which faction attacks and how. So it'll be pretty damn cool for mods that add a lot of factions like medieval times if Tynan has made a more optimized way for raids to generate without hanging while still allowing a bigger and more filled world compared to the empty and desolate world we have now.
Title: Re: A16 Hype
Post by: jmababa on November 11, 2016, 11:09:01 PM
Quote from: Stealthkibbler on November 11, 2016, 09:19:47 PM
Maybe its just me but the fact that theres like somewhat 20-40 sites on the world map, compared to the default 4-5 we normally get. That's a big stepup and it'll be interesting to see what different sites there are, hopefully mechanoids play a role somewhere in there.

At first I was under the impression that the sites on map only act sort of as 'raid' dungeons, but given the tribal, skull and outlander icons they do infact seem to be more factions.

It's also a big deal imho because currently in A15 and previous versions if you edit in more than 10 factions the game can hang for a considerable amount of time when it spins the wheel to determine which faction attacks and how. So it'll be pretty damn cool for mods that add a lot of factions like medieval times if Tynan has made a more optimized way for raids to generate without hanging while still allowing a bigger and more filled world compared to the empty and desolate world we have now.

I have more than 10 factions here and it dosen't hang windows 7 I play. Are you using windows 10, if so you will hang even with more than 7
Title: Re: A16 Hype
Post by: Stealthkibbler on November 12, 2016, 02:24:39 AM
Quote from: jmababa on November 11, 2016, 11:09:01 PM
Quote from: Stealthkibbler on November 11, 2016, 09:19:47 PM
Maybe its just me but the fact that theres like somewhat 20-40 sites on the world map, compared to the default 4-5 we normally get. That's a big stepup and it'll be interesting to see what different sites there are, hopefully mechanoids play a role somewhere in there.

At first I was under the impression that the sites on map only act sort of as 'raid' dungeons, but given the tribal, skull and outlander icons they do infact seem to be more factions.

It's also a big deal imho because currently in A15 and previous versions if you edit in more than 10 factions the game can hang for a considerable amount of time when it spins the wheel to determine which faction attacks and how. So it'll be pretty damn cool for mods that add a lot of factions like medieval times if Tynan has made a more optimized way for raids to generate without hanging while still allowing a bigger and more filled world compared to the empty and desolate world we have now.

I have more than 10 factions here and it dosen't hang windows 7 I play. Are you using windows 10, if so you will hang even with more than 7

I guess its a problem with the memory limitations in windows 10 then, still the big amount of factions on the map looks pretty cool nonetheless.
Title: Re: A16 Hype
Post by: Barley on November 12, 2016, 08:49:22 PM
I wonder if we'll be able to intercept incoming pirate raids, or in turn have our convoys raided. Not that intercepting raids somewhere other than at your base with all the turrets is that tactically advantageous.

I also love the idea that a really bad event can be countered by just leaving.
An infestation has manifested in your base!
Pirates have come to siege your base!

Nope! Screw it! I'm leaving now. Cmon, everyone, we're going to visit our favorite outlander town! Maybe come back in a week to see if the pirates beat the bugs or vice versa.
Title: Re: A16 Hype
Post by: CodeRen on November 12, 2016, 09:46:09 PM
I want to attack settlements and kidnap people. Also, I want tynan to add pregnancy and childbirth lol
Title: Re: A16 Hype
Post by: Alenerel on November 12, 2016, 10:58:45 PM
I want Tynan to carry my baby.
Title: Re: A16 Hype
Post by: mumblemumble on November 12, 2016, 11:18:57 PM
Quote from: Alenerel on November 12, 2016, 10:58:45 PM
I want Tynan to carry my baby.
If babies are haulable, this is very possible
Title: Re: A16 Hype
Post by: Mr.Cross on November 12, 2016, 11:47:55 PM
Quote from: Barley on November 12, 2016, 08:49:22 PM
-quote-
I do believe this song match's that statement perfectly.... Note that it is explicit language
https://www.youtube.com/watch?v=5FjWe31S_0g

Quote from: mumblemumble on November 12, 2016, 11:18:57 PM
-Quote's galore!-

I don't think that's quite what they meant XD

Edit: Forgot to add the link!
Title: Re: A16 Hype
Post by: Jaridan on November 13, 2016, 02:32:33 PM
Quote from: CodeRen on November 12, 2016, 09:46:09 PM
I want to attack settlements and kidnap people. Also, I want tynan to add pregnancy and childbirth lol

Tynan already stated that's not going to happen for a couple of reasons.
Title: Re: A16 Hype
Post by: CodeRen on November 13, 2016, 02:36:23 PM
Quote from: Jaridan on November 13, 2016, 02:32:33 PM
Quote from: CodeRen on November 12, 2016, 09:46:09 PM
I want to attack settlements and kidnap people. Also, I want tynan to add pregnancy and childbirth lol

Tynan already stated that's not going to happen for a couple of reasons.


Oh? Where? Show me proof because I have proof (:

Here he says its open game:


https://ludeon.com/blog/2016/01/progress-continues/ Here he says he hasnt added kids YET!

https://twitter.com/TynanSylvester/status/794003347376377856 Here he says he doesnt know and he doesnt think that far into the future. <-- That was recently, like a few days ago.

Stop spreading disinformation.
Title: Re: A16 Hype
Post by: carbon on November 13, 2016, 03:03:50 PM
Well, that twitter post does strongly suggest that children aren't going to happen for A16 since the development for A16 is happening Now, not "far" from now.
Title: Re: A16 Hype
Post by: CodeRen on November 13, 2016, 03:23:17 PM
Quote from: carbon on November 13, 2016, 03:03:50 PM
Well, that twitter post does strongly suggest that children aren't going to happen for A16 since the development for A16 is happening Now, not "far" from now.

Yeah I guess we wouldnt know, only Tynan does, but what it does is strongly suggest kids in the future! I just brought both those links to stop people from shutting down others with no proof and lying about what Tynan said. Im sure it wont be in alpha 16 but eventually it should be. I dont want slave colonies with wanderers. Giving birth and raising, especially with maybe colonizing new colonies while traveling, will make you stay on the planet way longer to actually raise them! (:
Title: Re: A16 Hype
Post by: Goldenpotatoes on November 13, 2016, 05:57:48 PM
Considering the game's current progression usually ends with people being in high-tier doom fortresses with pimped out colonists going against the endless slaughter of the apparently infinite raiders after just 4-7 in-game years, the concept of children to bolster colonist population is pretty damn silly, even more-so if you do some weird thing with speeding up the aging process of all creatures.

By the time a child would actually have productive usage in a colony (around 15+ years), the colony has either been burned to the ground, left the planet, or is currently running a massive stronghold ran by dozens of indoctrinated colonists in end-game gear. Hell, even the aging process for most decent livestock are stretching the limits of viability.

In short, unless some massive overhaul is done on this game's progression and threat scaling, children aren't going to be a vanilla feature.
Title: Re: A16 Hype
Post by: Jaridan on November 13, 2016, 06:11:19 PM
Quote from: CodeRen on November 13, 2016, 02:36:23 PM
Quote from: Jaridan on November 13, 2016, 02:32:33 PM
Quote from: CodeRen on November 12, 2016, 09:46:09 PM
I want to attack settlements and kidnap people. Also, I want tynan to add pregnancy and childbirth lol

Tynan already stated that's not going to happen for a couple of reasons.


Oh? Where? Show me proof because I have proof (:

Here he says its open game:


https://ludeon.com/blog/2016/01/progress-continues/ Here he says he hasnt added kids YET!

https://twitter.com/TynanSylvester/status/794003347376377856 Here he says he doesnt know and he doesnt think that far into the future. <-- That was recently, like a few days ago.

Stop spreading disinformation.
I've read it on reddit, with respective links showing quotes to a certain extent from Tynan and why they are probably not going to happen. No i can't give you a link because i don't have 20hrs to search all of r/Rimworld.

Given how Rimworld works, the most obvious problem would be all the horrible things you could do with them (anyone needs a new armchair?). Also, if he wanted to implement it, he already could've.

The whole pregnancy and maturation systems are in place, take on interests from parents and voila + Can't do shit for x days till it's a teenager. And you got your child(s).

Title: Re: A16 Hype
Post by: CodeRen on November 13, 2016, 08:16:28 PM
Quote from: Jaridan on November 13, 2016, 06:11:19 PM
Quote from: CodeRen on November 13, 2016, 02:36:23 PM
Quote from: Jaridan on November 13, 2016, 02:32:33 PM
Quote from: CodeRen on November 12, 2016, 09:46:09 PM
I want to attack settlements and kidnap people. Also, I want tynan to add pregnancy and childbirth lol

Tynan already stated that's not going to happen for a couple of reasons.


Oh? Where? Show me proof because I have proof (:

Here he says its open game:


https://ludeon.com/blog/2016/01/progress-continues/ Here he says he hasnt added kids YET!

https://twitter.com/TynanSylvester/status/794003347376377856 Here he says he doesnt know and he doesnt think that far into the future. <-- That was recently, like a few days ago.

Stop spreading disinformation.
I've read it on reddit, with respective links showing quotes to a certain extent from Tynan and why they are probably not going to happen. No i can't give you a link because i don't have 20hrs to search all of r/Rimworld.

Given how Rimworld works, the most obvious problem would be all the horrible things you could do with them (anyone needs a new armchair?). Also, if he wanted to implement it, he already could've.

The whole pregnancy and maturation systems are in place, take on interests from parents and voila + Can't do shit for x days till it's a teenager. And you got your child(s).

When you can find it Ill believe you. He wouldnt say what I showed you and then say something else. Also, its a 2d game so it wouldnt be that serious, most people wont even know what is happening unless they are playing it and monitoring the health tab when a pawn is injured. DF, banished and a few others have had children die. Even the original prey.

This takes time so im sure he cant easily do this like you say he can. It'll be added hopefully in the future so we can repopulate and settle and stuff, and I see a lot of pawns in his new screenshot (I count 28) to support having large groups. If this update keeps you on the planet long term now, and you can indeed settle and make new colonies, then pregnancies/child birth would make sense since the only 3 ways to gather people right now is by brainwashing them or accepting wanderers or buying slaves. Thats boring and in a game about storytelling, raising a pawn from birth to death can tell an amazing story!
Title: Re: A16 Hype
Post by: CodeRen on November 13, 2016, 08:18:20 PM
Quote from: Goldenpotatoes on November 13, 2016, 05:57:48 PM
Considering the game's current progression usually ends with people being in high-tier doom fortresses with pimped out colonists going against the endless slaughter of the apparently infinite raiders after just 4-7 in-game years, the concept of children to bolster colonist population is pretty damn silly, even more-so if you do some weird thing with speeding up the aging process of all creatures.

By the time a child would actually have productive usage in a colony (around 15+ years), the colony has either been burned to the ground, left the planet, or is currently running a massive stronghold ran by dozens of indoctrinated colonists in end-game gear. Hell, even the aging process for most decent livestock are stretching the limits of viability.

In short, unless some massive overhaul is done on this game's progression and threat scaling, children aren't going to be a vanilla feature.

World traveling and settling in different locations would be what is needed to have long term colonies. So next update it would make more sense.
Title: Re: A16 Hype
Post by: mumblemumble on November 13, 2016, 09:09:09 PM
I wouldn't say a child would need to be 15 to be useful at all...15 to be efficient in all tasks maybe, but I still think a 5 year old, with discipline could shoot, pick crops, haul small amounts, ect...
Title: Re: A16 Hype
Post by: Mr.Cross on November 13, 2016, 09:09:26 PM
CodeRen, You do know you can edit your post by clicking on the little wrench in the bottom right hand side of your post?

Can I just point out that children have been the topic of discussion for a while now. No need to go reopen those wounds, as the way I see it Tynan and Ison will add what they add. Can we leave it at that? (no need to get the mods angry :D)

Perhaps we could all talk about whether or not they are going to fix that door Skully seems sooooo... I don't know Obsessed about?
Title: Re: A16 Hype
Post by: Jaridan on November 13, 2016, 10:40:38 PM
DF is not a commercial game though, they don't need sales.

Also children don't just "die" in rimworld you can do quite some stuff to make them die or after they die.

The problem is the same why games with the swastika are banned in germany even though it's "just" a game.
Title: Re: A16 Hype
Post by: GuesUserNameGUN on November 14, 2016, 03:55:15 AM
I really hope that with this comes new items and resources, maybe biome specific, so people will be encouraged to go to other biomes and make bases there, and also to actually travel and have many bases. That would be awesome, having a grand city in one area and a small farm in the jungle or something
Title: Re: A16 Hype
Post by: Tracker on November 14, 2016, 04:28:17 AM
Quote from: GuesUserNameGUN on November 14, 2016, 03:55:15 AM
I really hope that with this comes new items and resources, maybe biome specific, so people will be encouraged to go to other biomes and make bases there, and also to actually travel and have many bases. That would be awesome, having a grand city in one area and a small farm in the jungle or something
First thing I would be realy interested in mentioned in this thread  :D this, tents and traveling events. Dangerous travel from the jungle mine with percious plasteel.
Title: Re: A16 Hype
Post by: RawCode on November 14, 2016, 07:33:15 AM
worldmap, travel, encounters, we need turned based combat!

insert fallout reference here.
Title: Re: A16 Hype
Post by: Andy_Dandy on November 14, 2016, 08:48:19 AM
Quote from: RawCode on November 14, 2016, 07:33:15 AM
worldmap, travel, encounters, we need turned based combat!

insert fallout reference here.

Hmmm, you think Tynan will make Rimworld turn based now?
Title: Re: A16 Hype
Post by: carbon on November 14, 2016, 08:57:18 AM
I already play the combat like it's XCOM.

pause-shoot-pause-move-pause-shoot-pause-shoot-pause-...

But I wouldn't recommend converting the base game to turn-based since it would just create a hornets nest of problems and complaints.

Turn-based world map conflicts might be a good way to resolve those sorts of events without having to unload-load-unload-load a bunch of colony maps every time.
Title: Re: A16 Hype
Post by: mumblemumble on November 14, 2016, 01:10:39 PM
I would not recommend turn based either, but more advanced combat would be awesome, like certain people with slimer profiles being harder to hit, melee having the chance to knock down, stun, or make a weapon drop, ect.
Title: Re: A16 Hype
Post by: rodo on November 14, 2016, 03:07:09 PM
Just got here and saw the dev post. Awesome stuff, it's what I was anticipating the most but had the lowest hope of seeing done in the near future.

Great news :D
Title: Re: A16 Hype
Post by: mumblemumble on November 14, 2016, 03:45:28 PM
I....just noticed..........

If you see the frozen planet image, and the non frozen planet, they look IDENTICAL in land masses.....

Ice age confirmed?
Title: Re: A16 Hype
Post by: CodeRen on November 14, 2016, 03:59:10 PM
Quote from: mumblemumble on November 14, 2016, 03:45:28 PM
I....just noticed..........

If you see the frozen planet image, and the non frozen planet, they look IDENTICAL in land masses.....

Ice age confirmed?



I just hope the planets are still randomly generated.
Title: Re: A16 Hype
Post by: carbon on November 14, 2016, 04:31:52 PM
I noticed that too.

Tynan already mentioned that colony events don't alter the world map, so it's probably just that they are using one prototype world to test the visuals and everything else during development.

Or they just like to play with your emotions.  :D
Title: Re: A16 Hype
Post by: mumblemumble on November 14, 2016, 04:59:23 PM
Quote from: carbon on November 14, 2016, 04:31:52 PM
I noticed that too.

Tynan already mentioned that colony events don't alter the world map, so it's probably just that they are using one prototype world to test the visuals and everything else during development.

Or they just like to play with your emotions.  :D
It MIIIIIIGHT just be your verbology you used. You said "Events" not "weather".
Title: Re: A16 Hype
Post by: Alenerel on November 14, 2016, 05:04:42 PM
Okay, this might sound stupid from a real world perspective but... What if its just winter everywhere at same time? It would simplify gameplay and in fact the planet its so small that in 10 days you could do atrip around it if it all was walkable, so making seasons like real life would be at the same level of logic.

Im ok if its my guess, its not something that impacts the gameplay very much.

mumble, are you mehni in reddit?
Title: Re: A16 Hype
Post by: mumblemumble on November 14, 2016, 05:08:38 PM
Quote from: Alenerel on November 14, 2016, 05:04:42 PM
Okay, this might sound stupid from a real world perspective but... What if its just winter everywhere at same time? It would simplify gameplay and in fact the planet its so small that in 10 days you could do atrip around it if it all was walkable, so making seasons like real life would be at the same level of logic.

Im ok if its my guess, its not something that impacts the gameplay very much.

mumble, are you mehni in reddit?
I can't REALLY comment on the whole winter thing, considering I have a different world view... but hey, I love rimworld so fuck it, just like a play I have a willing suspension of disbelief.

Actually, this could VERY much effect gameplay / trade....think about not being able to grow food, but buying if for cheap down by the warm equator, because they have tons...

And no, I don't use reddit, they use censorship, fuck them.. ...well, most of them anyway.
Title: Re: A16 Hype
Post by: Alenerel on November 14, 2016, 05:22:26 PM
Quote from: mumblemumble on November 14, 2016, 05:08:38 PM
I can't REALLY comment on the whole winter thing, considering I have a different world view...

What?
Title: Re: A16 Hype
Post by: mumblemumble on November 14, 2016, 06:03:42 PM
Quote from: Alenerel on November 14, 2016, 05:22:26 PM
Quote from: mumblemumble on November 14, 2016, 05:08:38 PM
I can't REALLY comment on the whole winter thing, considering I have a different world view...

What?
You would be left with:
1: more questions which you wouldn't want answers to.
2: a headache.

In  otherwords, I'm not answering.

I will say though, the world wide system groundworks look cool.

cant wait for a hard change log
Title: Re: A16 Hype
Post by: JesterHell on November 15, 2016, 12:17:41 AM
Quote from: mumblemumble on November 14, 2016, 03:45:28 PM
I....just noticed..........

If you see the frozen planet image, and the non frozen planet, they look IDENTICAL in land masses.....

Ice age confirmed?

I'll just hope that it means the Dev's have introduced a "advanced" world generation like you can get with dwarf fortresses perfect world (http://www.bay12forums.com/smf/?topic=57428.0) utility.

The ability to to either randomly generate a world or fine tune it to meet your preference seem like a great addition to me, I actually have an Australia map for DF I made using DF perfect world.
Title: Re: A16 Hype
Post by: keylocke on November 15, 2016, 04:40:34 AM
btw, any news on conditional statements in scenario editor?

ie :
-like having the option to set a percentage chance to get conflicting traits like : get brawler or trigger-happy or careful shooter. (the character can have one of those traits)
Title: Re: A16 Hype
Post by: carbon on November 15, 2016, 05:09:58 AM
Given that we now have planets, it would be cool if there were more interesting global climate conditions to reflect specific orbital dynamics.

Highly elliptical orbits was already mentioned (https://ludeon.com/forums/index.php?topic=27215.msg276994#msg276994).

Tidally locked (https://en.wikipedia.org/wiki/Tidal_locking) planets could be interesting: one side of the planet is hotter than an extreme desert, the other side is completely ice sheet and all the villages/colonies exist in the twilight rim. A Rim2World if you will. :D

There could also be diverse periods of rotation: day to night and back in an hour or a season of day followed by a season of dark (with corresponding swings in temperature) could be exciting. I imagine we might need plants specifically bred for those types of planets to make outdoor farming viable.

EDIT: I should mention that I don't suppose this will be in A16 for complexity reasons, but it is a logical extension of the A16 work.
Title: Re: A16 Hype
Post by: JesterHell on November 15, 2016, 05:16:16 AM
Quote from: carbon on November 15, 2016, 05:09:58 AM
Given that we now have planets, it would be cool if there were more interesting global climate conditions to reflect specific orbital dynamics.

Having the actual orbit of the planet and its moon(s) be simulated at least a little would be cool, I never really like the randomness of the eclipse event.
Title: Re: A16 Hype
Post by: mumblemumble on November 15, 2016, 05:46:16 AM
Quote from: JesterHell on November 15, 2016, 05:16:16 AM
Quote from: carbon on November 15, 2016, 05:09:58 AM
Given that we now have planets, it would be cool if there were more interesting global climate conditions to reflect specific orbital dynamics.

Having the actual orbit of the planet and its moon(s) be simulated at least a little would be cool, I never really like the randomness of the eclipse event.
I disagree, mainly because it would be calculations done for...almost nothing.

Id rather the game be as lightweight as possible for as long as possible, and if calculations are done, make it for something big.
Title: Re: A16 Hype
Post by: JesterHell on November 15, 2016, 06:28:12 AM
Quote from: mumblemumble on November 15, 2016, 05:46:16 AM
Quote from: JesterHell on November 15, 2016, 05:16:16 AM
Having the actual orbit of the planet and its moon(s) be simulated at least a little would be cool, I never really like the randomness of the eclipse event.
I disagree, mainly because it would be calculations done for...almost nothing.

To use the (flawed) GNS Theory I'm a stimulationist, I like simulation in my video games and that's why I like Arma more then Battlefield so I would personally like the entire star system to be at least partially simulated, your Comms could detect trader when they enter the system but you have to wait until they enter orbit before trading and full planetary whether simulation with weather systems moving across the planet.

I know its not going to happen because Tynan's not a fan of full simulation, hell the only reason I still think DF is better is because Toady is willing to simulate almost everything...
Title: Re: A16 Hype
Post by: mumblemumble on November 15, 2016, 06:33:04 AM
it would go against tynans design philosophy so far, of working on things which give the most content for the LEAST work

Adding in a working planet system would be a lot of work for...how much content?... very little, if any.

I like simulation too, but whats the point simulating if its outside the realm of intractability?
Title: Re: A16 Hype
Post by: carbon on November 15, 2016, 06:40:10 AM
Personally, I was going for more the results of interesting orbital configurations, not necessarily simulating the mechanics themselves.

For instance, one doesn't need to build a universe simulation to set DayLength == 2h, but it would add a new element of challenge to the game.
Title: Re: A16 Hype
Post by: JesterHell on November 15, 2016, 06:51:54 AM
I did say its not gonna happen.

The moon effects both tides and eclipses which the player does interact with, also one of the inspirations of Rimworld is Firefly and here is the firefly star system.

"The star system is a star cluster, of the likes of the triple star system Alpha Centauri. It consists of five main sequence stars, around which orbit an assortment of 7 protostars, 6 gas giants, three separate asteroid belts, 75 planets, and 149 moons.[1] Four of the main sequence stars orbit a central star."

(http://i.picresize.com/images/2013/02/06/BMhCv.jpg)

I kind of like what many consider "needless" complication or pointless detail, it's kind like how I love Shadowruns crunch, does it need to be so crunchy? of course not but I think its a better overall system because of it.
Title: Re: A16 Hype
Post by: carbon on November 15, 2016, 07:17:22 AM
Please add "width=800" to large image tags so they don't spill over.

Example:
(http://i.picresize.com/images/2013/02/06/BMhCv.jpg)
via:
[img width=800]http://i.picresize.com/images/2013/02/06/BMhCv.jpg[/img]
Title: Re: A16 Hype
Post by: jmababa on November 15, 2016, 07:45:19 AM
yea don't overspill or use another site to post your pics here say like photobucket which has IMG one for forums like this
Title: Re: A16 Hype
Post by: TomatoWalrus on November 15, 2016, 11:48:59 AM
Oh my dear god!!! The travelling is going to happen :o
Title: Re: A16 Hype
Post by: mumblemumble on November 15, 2016, 12:25:12 PM
Quote from: TomatoWalrus on November 15, 2016, 11:48:59 AM
Oh my dear god!!! The travelling is going to happen :o
We don't have HARD proof yet...we have...pretty FIRM suggestion, but no HARD proof... ..which I kinda want to kick tynan in the shin for doing that, I can't STAND such uncertainty... ..

but on the other hand, I doubt hes a jerk enough to suggest a wanted feature, but not actually do it.

So, not REALLY REALLY confirmed, but probably I think yes most likely confirmed.
Title: Re: A16 Hype
Post by: TomatoWalrus on November 16, 2016, 01:05:34 AM
Quote from: mumblemumble on November 15, 2016, 12:25:12 PM
Quote from: TomatoWalrus on November 15, 2016, 11:48:59 AM
Oh my dear god!!! The travelling is going to happen :o
We don't have HARD proof yet...we have...pretty FIRM suggestion, but no HARD proof... ..which I kinda want to kick tynan in the shin for doing that, I can't STAND such uncertainty... ..

but on the other hand, I doubt hes a jerk enough to suggest a wanted feature, but not actually do it.

So, not REALLY REALLY confirmed, but probably I think yes most likely confirmed.

I think that picture of the caravan is hard proof
Title: Re: A16 Hype
Post by: keylocke on November 16, 2016, 03:56:02 AM
i think the map is just to simulate travel time between different factions so that the player's choice of starting location would actually have a tactical/strategic effect.

ie : if you place colony near friendly factions, then it's faster for them to send reinforcements or to send trading caravans to your colony and vice versa.

it would also be cool if factions are more dynamic. like some factions would get annihilated coz of hostilities with other factions, etc..

instead of having to deal with just that one band of pirates every playthrough. faction relationships would be more dynamic. or something.
Title: Re: A16 Hype
Post by: mrofa on November 19, 2016, 06:50:41 AM
Finally world domination, thx Ty!
(https://s12.postimg.org/slyuoesal/ty1.gif)
Title: Re: A16 Hype
Post by: CodeRen on November 19, 2016, 12:08:37 PM
Quote from: Jaridan on November 13, 2016, 10:40:38 PM
DF is not a commercial game though, they don't need sales.

Also children don't just "die" in rimworld you can do quite some stuff to make them die or after they die.

The problem is the same why games with the swastika are banned in germany even though it's "just" a game.


Yeah you can do a lot to them but really they are a basic sprite on the screen and most of the time you wont even know whats up with them unless you look at the health tab, so its not like fallout or gta introducing kids being killed. This game and the way its designed works perfectly to have kids in it.
Title: Re: A16 Hype
Post by: skinicism on November 19, 2016, 12:26:02 PM
  Tynan promised me more prismatic imaging
overlay technology for mapping out features
of suits and suit-integrated technologies
to enhance the senses of colonists.
Title: Re: A16 Hype
Post by: Alenerel on November 19, 2016, 02:06:22 PM
Quote from: skinicism on November 19, 2016, 12:26:02 PM
  Tynan promised me more prismatic imaging
overlay technology for mapping out features
of suits and suit-integrated technologies
to enhance the senses of colonists.

Tynan promised me that he would pull out... And now Im pregnant.

Dont trust Tynan.
Title: Re: A16 Hype
Post by: A Friend on November 19, 2016, 07:08:50 PM
(http://i0.kym-cdn.com/photos/images/original/000/917/423/65e.gif)
Title: Re: A16 Hype
Post by: Jaridan on November 26, 2016, 02:11:53 PM
Hype relit (not that it ever died down D:)
(https://i.reddituploads.com/ed3f5e8b6ecf400dac3217f67fe29f92?fit=max&h=1536&w=1536&s=b0bc6ef3207759aad055a1b0e80f9d0e)
https://twitter.com/TynanSylvester/status/802515294002540544
Title: Re: A16 Hype
Post by: Daman453 on November 26, 2016, 03:16:16 PM
I am so ready for alpha 16! Hypeeeeeeeee
Title: Re: A16 Hype
Post by: Profugo Barbatus on November 26, 2016, 03:20:51 PM
Its hard to not get a little hype about this. The idea of playing an Imperialist, Military colony is incredibly appealing to me now that I can (Potentially) attack my neighbors and export my favorite dealings of death.
Title: Re: A16 Hype
Post by: Grishnerf on November 26, 2016, 03:46:41 PM
december release Hype"!!"

o god. i will probably forget xmas day with my Family.
Title: Re: A16 Hype
Post by: mumblemumble on November 26, 2016, 06:55:54 PM
I wonder, can we literally genocide tribals if attacking is done?
Title: Re: A16 Hype
Post by: carbon on November 26, 2016, 07:41:57 PM
"Sensory mechanite blankets for everyone!"

(too soon?)
Title: Re: A16 Hype
Post by: mumblemumble on November 26, 2016, 07:52:48 PM
Quote from: carbon on November 26, 2016, 07:41:57 PM
"Sensory mechanite blankets for everyone!"

(too soon?)
Wouldn't sensory mechanite blankets just make obscenely strong, really pissed off tribals? How about a feast laced with luciferium, might go down better.
Title: Re: A16 Hype
Post by: Profugo Barbatus on November 27, 2016, 05:44:36 AM
I've just been giving thought to the potential mechanical changes that some of these new additions might bring. Tynan's had a lot of time to work on this, and he's said its a pretty big update. Some things that aren't fully fleshed out, might see some more meat now because they'd be useful for these new features.

For example, Traders evidently have to carry their goods, and food for the trip. Pack animals would help with this, but man or beast of burden would likely be balanced by a carry capacity. This would *potentially* indicate a more fleshed out inventory system for pawns, besides simply clothes, guns, and lunch. I mostly suspect this for the latter value of it though in the other systems.

Trading is relatively straight forward for an inventory system, in so far as how its used. Attacks however, would definitely want/need such a system. Mainly, raids would want to bring gear back. Whether the gear is the guns of your fallen friends, or loot from the enemy camp, or a mix of the two, being able to tell someone "Stuff your backpack with gold" or "Sling that mans rifle" would be very useful. Side effects of this would include being able to bring parts, ammo, and spare weapons. Set up your own mortar siege camp, or bring a doomsday launcher to split open a wall and then have the launcher pawn take out his spare weapon. Once you've won/decided to retreat, then you'd have that inventory system to drag back what's left.

Also on the offensive matters, would be medical care concerns. You're gonna want to be able to patch up your wounded in the field before departing to trek back, so being able to carry some medicine into the field would be excellent (Then just slap down some sleeping spots fer some quick field surgery).

All this assumes that combat on different world map cells is something the player can directly involve themselves with. I'd be surprised if that wasn't the case, but it's an assumption none the less.
Title: Re: A16 Hype
Post by: deslona on November 27, 2016, 06:29:32 AM
Quote from: Profugo Barbatus on November 27, 2016, 05:44:36 AM
I've just been giving thought to the potential mechanical changes that some of these new additions might bring. Tynan's had a lot of time to work on this, and he's said its a pretty big update. Some things that aren't fully fleshed out, might see some more meat now because they'd be useful for these new features.

For example, Traders evidently have to carry their goods, and food for the trip. Pack animals would help with this, but man or beast of burden would likely be balanced by a carry capacity. This would *potentially* indicate a more fleshed out inventory system for pawns, besides simply clothes, guns, and lunch. I mostly suspect this for the latter value of it though in the other systems.

Trading is relatively straight forward for an inventory system, in so far as how its used. Attacks however, would definitely want/need such a system. Mainly, raids would want to bring gear back. Whether the gear is the guns of your fallen friends, or loot from the enemy camp, or a mix of the two, being able to tell someone "Stuff your backpack with gold" or "Sling that mans rifle" would be very useful. Side effects of this would include being able to bring parts, ammo, and spare weapons. Set up your own mortar siege camp, or bring a doomsday launcher to split open a wall and then have the launcher pawn take out his spare weapon. Once you've won/decided to retreat, then you'd have that inventory system to drag back what's left.

Also on the offensive matters, would be medical care concerns. You're gonna want to be able to patch up your wounded in the field before departing to trek back, so being able to carry some medicine into the field would be excellent (Then just slap down some sleeping spots fer some quick field surgery).

All this assumes that combat on different world map cells is something the player can directly involve themselves with. I'd be surprised if that wasn't the case, but it's an assumption none the less.

I think it may be better and simpler to make trade caravans akin to the elf caravans in DF...i.e.
(http://dwarffortresswiki.org/images/8/8d/Evil_elves.png)

That said, individual colonists/people should have a carry limit. Again, far into the distance I think. Best to be planned, balanced and fleshed out in the next few alphas.
Title: Re: A16 Hype
Post by: Ron42na on November 28, 2016, 03:02:25 PM
I put RW down for A15...really looking forward to A16 and starting again!   :)
Title: Re: A16 Hype
Post by: GuesUserNameGUN on December 11, 2016, 09:18:04 PM
I'm thinking maybe new items of clothes that help with carry weight, I.E. a gun belt that gives you +1 secondary slots and +1 primary and + ammo, or something, and backpacks that give more space for general items, such as food or as mentioned earlier, gold.
Title: Re: A16 Hype
Post by: Alenerel on December 12, 2016, 08:50:17 AM
I just checked the IchyFlea mods and he has a tool belt that gives work speed. I think its a very good idea, the tools belt could go into the medium layer where the armor vest is, but being able to wear a jacket at same time. I havent tried his mod so I dont know if it already does this, I suppose it does.
Title: Re: A16 Hype
Post by: carbon on December 12, 2016, 06:45:18 PM
Well, I stand somewhat corrected on my prediction that A16 will simply have the secondary colony stuff be abstract.

Tynan instead went for the "simulate everything, at full-fidelity, all at once, in real time", which is ... ballsy.

I just hope the major performance hit it's taking for this isn't going to be a significant hindrance to future development. Not to mention the intense micromanagement players are going to have to deal with at times.
Title: Re: A16 Hype
Post by: mumblemumble on December 13, 2016, 02:58:05 AM
Quote from: carbon on December 12, 2016, 06:45:18 PM
Well, I stand somewhat corrected on my prediction that A16 will simply have the secondary colony stuff be abstract.

Tynan instead went for the "simulate everything, at full-fidelity, all at once, in real time", which is ... ballsy.

I just hope the major performance hit it's taking for this isn't going to be a significant hindrance to future development. Not to mention the intense micromanagement players are going to have to deal with at times.
Ballsy indeed, but if I'm 100% honest, I don't care as much about a16, as what MODDERS will come up with this system. Don't get me wrong, a16 is nice, but there's a new DIMENSION that opens up with the ability to make new maps n such.

Seriously, as fun as a16 will be... ...mods will have AMAZING new tools to use...

Title: Re: A16 Hype
Post by: Berownie on December 13, 2016, 03:21:30 AM
(http://i.imgur.com/1hBsxkTt.jpg)
click here for fullsize (http://imgur.com/1hBsxkT)
Did I just find the best map on the first try?
Title: Re: A16 Hype
Post by: GuesUserNameGUN on December 13, 2016, 07:58:26 AM
Also, you guys do know that if you have steam you can get the in development version of A16, right?
Title: Re: A16 Hype
Post by: taha on December 13, 2016, 08:50:06 AM
Quote from: Berownie on December 13, 2016, 03:21:30 AM
Did I just find the best map on the first try?

No, you did not. A siege is going to be a huge problem. Poison / Psy ship in bottom / middle right. Also drop pods in center.
A nice map is the one that have mountains completely blocking one side. Something like that.


=================================
= MMMMMMMMMMMMMMMMMMMMMMMMMMMMM =
= MMMMMMMMMMMMMMMMMMMMMMMMMMMMM =
= MMMMMMMMMMMMMMMMMMMMMMMMMMMMM =
= MMMMMMMMM           MMMMMMMMM =
= MMMMMMMMM           MMMMMMMMM =
= MMMMMMMMM           MMMMMMMMM =
= MMMMMM                 MMMMMM =
= MMMMMM                 MMMMMM =
= MMMMMM                 MMMMMM =
=                               =
=                               =
=                               =
=================================


If you are lucky enough to also have some mountains (M) in the middle bottom. you are set.
Title: Re: A16 Hype
Post by: Alenerel on December 13, 2016, 09:19:07 AM
Come on, dont bring that real life shit here. A good enclosure is 60% of the defense in this game, being the rest the turrets and traps.

Poison ship? IEDs. Siege? Counter siege, hit and run, fire trick... Fire trick is the most effective, specially with incendiary mortars.
Title: Re: A16 Hype
Post by: GuesUserNameGUN on December 13, 2016, 07:31:58 PM
I have seen better. Found a large semi circle of mountain with a larger semi circle around it, all up taking the entire map. Only 2 entrances in the entire map