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Messages - BranHerz

#1
Quote from: Vas on January 26, 2016, 02:32:38 AM
Method 1: Co-op Multi-Map
Alright, I know this is a survival game.  So what about a co-op survival game where two colonies land on the planet on two different parts of the world file so each has a different map basically.  Like one can land in a desert, and one can land in a forest.
Anyway, the way this would work is both colonies are able to send supplies to each other using the trade beacons as the available tradable supply list and they open an interface that lets you send supplies or offer a trade.  The trade offer is received on their end and they can accept, edit, or reject the trade.  If you don't request anything, it instead of sending an accept or reject thing, sends a notice that "A gift was delivered by player x".
You would also be able to aid them in a dire situation like their colony is under attack.  You can do this by clicking request aid, and the other player accepts or rejects, during this time the game is paused on both sides and you specify who you want to send to help them, and depending on your distance it takes that long to get there and you arrive at the appropriate side of the map too from where you came.  Now you are both looking at the same map and your colonists are in full on military mode and your choices of buildings are limited and such where you can't make anything but sand bags or mortars, maybe a turret or such.  When you leave, you can leave the buildings or deconstruct them to take back as much of your material with you as you can.  The other player will have to "claim" the structures to take them down for you.  You return to your map, and your colonists return later on when they walk back (takes 40% more time than it took to get there).
When you both start to get to the late game point, and are ready to build a ship to get out, you can invite the other player to join you on your ship, assuming you have enough pods available.  It will tell them on the invite how many pods are available and they can click a button saying "need more pods" or even just chat to you saying it's not enough pods yet.  Then they can send you resources you need to make more or whatnot if they want.  You work together on two different parts of the map to accomplish the same goal.
As for the speed of the game, to increase the speed you must both vote to increase the speed, but speed can be reduced by either player without a vote and auto decreases for both in the event of raids or other game speed reducing things.  Both players get a speed cross out line like normal.  Otherwise both or all players must consent to a speed increase (in the event of more than 2).
In the event of a modded game, all players must have the same mods.  Can be verified by making an MD5 hash of all the files, who knows.

I also has some similar ideas. I think that there should be some way to make this work in a mod. I was thinking along these lines:


  • Player 1 starts a game with a random access key. This creates a file (probably xml since Rimworld loves those) and puts it in a place accessible to others (probably would need a server or a good filehost or something for this part) in the mods folder a script could be posting and reading the files. This file would keep a modOrder so that save games would work together only if they modOrder was the same
  • Other players join and can either enter a key, or view a list of all available keys. It will then read the associated xml file and the script would keep a copy of the main file stored in the mods section
  • players can then go into their game and have an option in the trade beacon or comms console to put items up for sale or view purchasable items. This would run the script to grab the most recent file, upload it into rimworld, and so each time you look it could be a little bit different. as soon as you click buy or sell, it saves the file and the script uploads the file back up to the server. I would think that javascript would allow a lock to be placed on the file so only one person could be editing/uploading the file at a time
  • players can now buy and sell between others who are using the same access key

Any other thoughts on this?
#2
Unfinished / [Idea] Map Creator
April 11, 2016, 12:41:10 PM
So I have an idea that may or may not be possible. Here is the general idea. Any thoughts and ideas (or even whether or not this is possible) are welcome.

When creating a new world, I am thinking of having a button that will allow you to set the following:

  • Biome
  • Temperature
  • Rainfall
  • Stone Types
  • Growing Period
  • Terrain Type

This would then create a world with multiple (like 10+) locations on the world that match your selections.

Also, I was thinking that in a more advanced version we could also choose the following:

  • amount (%) of map that is covered in water/mountain/desert/swamp/etc...
  • how much of the rock (%) is a resource and not a stone type
  • number of animals that are spawned
  • amount (%) of land covered in trees and/or berries

Thanks for helping me
#3
Mods / Re: multiplayer mod?
September 15, 2015, 12:26:30 PM
Quote from: Jaxxa on July 05, 2015, 07:20:45 PM
Depends what you mean by possible.
Currently there are no multiplayer mods, no plans for multiplayer mods that I know about.

As for is it is possible, never say never, but it would be very hard.

It would not be too difficult to make a multiplayer trading mod, (using something similar to my Stargate mod) so you could send resources / colonists to another colony and when they arrived they were controlled by the player who owns the colony or the AI, but that is a far cry from realtime interaction on their map.

I was actually thinking something like this. I know we have a save game file, which contains all of our resources/colonists/animals etc... but if I could build a small program that did nothing (at least at the beginning) but send these save data files to a server at my house, it would definitely be possible (in my opinion) to get a trading/market mechanism using your stargate mod (which I love BTW).

reply to this thread or PM me if you are interested and maybe we can talk ideas? I don't know how feasible this is (in my mind it is), but it seems a lot more simple than actual multiplayer. Being able to trade resources and set your price would be awesome in my opinion, then you can choose how much you sell your cloth for, and if nobody buys at that rate then you don't profit. We could make a ship/satellite that you send into space (after you research all the space ship stuff) and then with your orbital trade beacon and a new communication hub (or use the vanilla one) you can send your resources to your ship. Once your ship is "in space", anyone else with the mod can communicate with the server (which now has all the "sell-able goods" stored there), and can see the who is offering what goods at what price. That means you can then find a few good reasonable people to trade with, and negotiate prices via PM on the forums or such...

IDK just some thoughts, anyone have any thoughts on modding a MP like this, and not a "true share-the-same-map-and-screen MP"?
#4
Quote from: Tynan on March 06, 2014, 10:34:13 AM
The game could go on iPad, some day. It is in the vague long-term plans!

I know this thread is pretty old (I'm looking on mobile and can't seem to find a newer thread), but I was considering doing something like rimworld for mobile. It would not be exactly the same, but I wonder if Tynan has any recent thoughts about building for mobile. Time to try for the pm...
#5
Love this one. Still using it on A10 though... Works with a few other mods as well :) Took me a while to figure out that I needed to research the hydroponics first. Makes me feel dumb not reading the instructions first
#6
I would love this to be updated to at least A10!
#7
Outdated / Re: [A11] Simple Meat Substitute Mod
June 19, 2015, 07:09:04 PM
Have to say I created my forum account just to say that I love this mod