yay! telling all my friends!
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#2
Mods / Re: RimWorld Nexus
March 06, 2014, 12:53:19 AMQuote from: daft73 on March 05, 2014, 05:31:10 PMBesides, I always cry in private.Quote from: AcDie on March 04, 2014, 04:27:32 AMWell hopefully the Mod Devs will update it and such(ie.. compatibility, version made for ect...) ...such is normal procedure. Also as the game matures this should become less of a problemQuote from: Viriatha on March 04, 2014, 04:07:50 AMBut after don't cry if something goes wrong, I'm talk about version compatibility ofc...
I won't have to screw with folders or anything and can just click ^^ (Yes, users are lazy lol)
#3
1) When clicking to cut plants, hauling or harvesting, make it so a second click on them deselects them for cutting.
2) Allow for a AI change within the game. I could build an uber base with Phoebe then test it on Randy.
3) Allow the closing of overview, research and menu windows by clicking on the buttons a second time.
4) Currently, adding a door to an existing wall deconstructs the wall and builds the door. Allow a wall blueprint to do the same to existing doors.
5) Allow small things (furniture mainly) like beds and lamps to be hauled and moved.
6) Stats? Number of colonies lost due to psychotic breaks from starvation, etc. User settable from a menu of various disasters so we don't have to actually watch them die?
7) Instead of setting home region similar to regular zones, have it set one square around which can be an area players can set (15 squares out, 20, etc.). Allow "c" to center on this square from anywhere on the map.
Allow players to move various tasks left or right on the overview to change the general priority for everyone (such as growing or plant cutting when everyone is hungry). Or add a number box on top as well as the individual ones.
9) The alert "need power source" should show up before "need meal source" since all meal sources require power.
10) Include # of ingredients required needed in description of finer meals.
11) Allow combat selections to be used when having multiple colonists selected. Then if I've got 12 colonists fighting, I don't have to select each one manually to melee a target for capture.
12) Put numbers for cook stove, stone table, butcher table etc in first window instead of under configure. Configuring should be able to be set and forgot instead of re-opened constantly to set the number of meals.
13) Be able to set up colony "rules" such as always recruiting prisoners.
14) For each traveler just passing buy that you capture and sell, there is a chance the "galactic bounty hunters" will come get you.
15) Break storytelling elements up and let players adjust their own AI.
If my shorthand left something out in explanation, ask please.
2) Allow for a AI change within the game. I could build an uber base with Phoebe then test it on Randy.
3) Allow the closing of overview, research and menu windows by clicking on the buttons a second time.
4) Currently, adding a door to an existing wall deconstructs the wall and builds the door. Allow a wall blueprint to do the same to existing doors.
5) Allow small things (furniture mainly) like beds and lamps to be hauled and moved.
6) Stats? Number of colonies lost due to psychotic breaks from starvation, etc. User settable from a menu of various disasters so we don't have to actually watch them die?
7) Instead of setting home region similar to regular zones, have it set one square around which can be an area players can set (15 squares out, 20, etc.). Allow "c" to center on this square from anywhere on the map.
Allow players to move various tasks left or right on the overview to change the general priority for everyone (such as growing or plant cutting when everyone is hungry). Or add a number box on top as well as the individual ones.
9) The alert "need power source" should show up before "need meal source" since all meal sources require power.
10) Include # of ingredients required needed in description of finer meals.
11) Allow combat selections to be used when having multiple colonists selected. Then if I've got 12 colonists fighting, I don't have to select each one manually to melee a target for capture.
12) Put numbers for cook stove, stone table, butcher table etc in first window instead of under configure. Configuring should be able to be set and forgot instead of re-opened constantly to set the number of meals.
13) Be able to set up colony "rules" such as always recruiting prisoners.
14) For each traveler just passing buy that you capture and sell, there is a chance the "galactic bounty hunters" will come get you.
15) Break storytelling elements up and let players adjust their own AI.
If my shorthand left something out in explanation, ask please.
#4
Mods / Re: RimWorld Nexus
March 04, 2014, 04:07:50 AM
As a player, I was hoping for a mod manager soon This means more mods downloaded just 'cause, since I won't have to screw with folders or anything and can just click ^^ (Yes, users are lazy lol)
#5
Support / Re: Payment options?
March 01, 2014, 10:01:39 AM
Ok, will do! Was hoping I'd been blind and missed a link somewhere.
#6
Support / Payment options?
March 01, 2014, 09:25:28 AM
Paypal hates me sideways. Is there another way to blow my money here?
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