Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - SKD_Dudu

#1
A more complex and tactical commands system. In combat (like pawns) we should be able to determine the action/role of the animal (more specific, we should be able to give more specified commands to them).
- Follow: Simple, the animal just follow and only attacks if they have a preference or if ordened.
- Distract: In which the animal try to flank behind the enemies and serves as a distraction.
- Attack: The standard option, the animal attacks the selected pawn/animal, the higher the level, more the animal can be more precise in attacking sensitive/unprotected areas aka more severe/deadly wounds.
- Rescue: Only for powerful and specifed animals, the animal can push/haul a pawn to the nearest friendly medical bay/bed.
- Wait: This option have a 2-diferents variation, the first one he only waits, until be given a specifed command or when he have to eat, sleep etc... the second one is like a stand-by option, the animal stays on its detemined area and when a raid happens, the animal goes to help its owner.
- Protect: as the name says ... the animal stays close to its determined pawn ... until a threat gets close to a specific range, if close enough the animal attacks the enemy.

In combat, as people said, they are somewat useless in some aspects, and they are only used as meat shields, distactions or (when having a large number of them) to attack. Look at how people uses boomaloops, boars, squirels and chicks/chickens.
#2
Ideas / Re: Factions Raiding eachother
June 06, 2017, 11:38:08 PM
Well, the world map was implemented in A16 ... 5 months ago (considering this post) and now in A17 ... the world, base generations and world events received important and newer improvements.
I understand the abstract system of event and world generation, but ... damm .... in less than 7-5 Alphas ago the game wasn't half of the thing which we actually expected to be (using the same abstract thing to compare), the improvements was way much bigger than we actually expected.

I can totally see this in a future, either by a mod or by a update .... the modders can use custom codes to make more complex things and bigger mods work and in the other side Tynan and it's team is upgrading the internal codes to add new things around ... so why not.
#3
Ideas / Re: Urban Biomes
June 05, 2017, 10:13:34 PM
This is a pretty good idea, and considering the A17's upgraded generation of enemy bases and outposts plus the roads around, this can be viable in a future build (or in a mod).
Put some unique diseases, unique events and factions based in this kind of biome and this will be a success.

Some love for classic post-apocalyptic scenarios is always welcome.
#4
So from what i understand: Rivers and roads, We will have newer and diferent type of enemy outposts, the AI will act better in combat and will be more smart, a incident-quest system, a pawn can heal itself now and the skills-economy-meal system will be rebalanced.

About the rivers and roads : I don't know how it will work, but i don't expect only simple things like the speed penalty and speed bonus.

The newer outposts : Well, it will be interesting to see new and diferent outposts, i expect some of them to have fewer enemies and the outpost with the Leader with more enemies and more hard to destroy.

The AI in combat : Well, i've played in every difficulty, the AI is previsible, their movement can be handle pretty easy if you know the pattern, most of the time, they make it in numbers, not in movements and tactics and that's why turrets and mortars can be overpowered and do all the job in this kind of situation. I expect a more tactical AI, things like diferent teams, focused in stategy, focused in specific tasks, in a way which you will be hitted hard ... and die slowly.

Incident-Quest system : Once, i saw people inside the forum talking about this, it was a matter of time to this appear, the World didn't offer a lot of things to do, well my mind goes wild, when i remember how the modders can work with this newer possibilty.

The pawn healing : This is interesting, i was waiting for something like this, i expect some penalties if the pawn heals itself, depending of the damage.

The Re-balancing of the Economy-Meal-Skills and etc ... : Well, my body is ready ...
Aside jokes, the cannibalism thing got my attention, so the trait will be more extreme i guess ... The room stats are a expected thing. The surgery "will be more normal and less insane". Storytellers with newer and more variated incidents ... hmm interesting ... the only thing which i know, is Randy will still doing the same thing.
#5
Ideas / Re: Write an event!
January 15, 2017, 12:05:50 AM
1- Space Ship Crash: An large ship crashed nearby, maybe you can find something useful around.

Like the random crashing pods events, this event is more bigger and complex, an ! red icon will appear in the World Map and if the caravan choose to interact, an random generated map with multiples spacers and resources, maybe some tribals or raiders scavenging around (if they have outposts close to the event) will be shown. This event have an duration of 5-10 days until the icon in the map dissapears.

The second one is more complicated, but i expect something like this in the future:

2- Ancient Ruins: The caravan discovered an ancient sacred place, as the caravan draws near an echoing voice tells them to get away or they will suffer the consequences.

Unlike the first, this event can happen if any caravan is moving, an ? white icon will be shown on the World Map and the caravan can choose to interact, if the caravan chooses to interact, an random generated map with 2 or 3 thrumbos around (they will be always neutral, only attacking if attacked), a lot of debris, corridors with walls of marble (sandstone, granite or limestone) and older special sculptures will be shown and at somewhere, an old chest can be found and if interacted, the player(s) have the possibility to find inside items like:
2000 silver, 1000 gold, 500 steel, 1 ancient sword, 2 ancient sacrifice knifes, 1 ancient great bow, 1 ancient armor with high melee resistance or even nothing.
After the interaction with the old chest, an powerful ancient enemy or a lot of ancient enemies will appear:
The first one is the Stone Guardian, an slower but powerful melee enemy with an very high attack capable to kill colonists with 1 or 2 hits and with higher hit points than Thrumbos, they drop over 1000 stones if killed.
The second one is the Ancient Guardians, old warriors with an rusty armor equipped with shoody steel longswords, steel spears or steel gladius, they are weak, but like the tribes peoples they make it in numbers, like the first one, this kind of enemy should not be underestimated, they drop 2-5 ash if killed (ash can be used as fertilizer and to make rich soil). This event have an duration of 1 in-game year until the icon in the map dissapears.
#6
Here they are  8)

Colony Name: Test Town, the first colonist was Simon Test, RIP
The pawns: http://imgur.com/1bUJ3ty
The pawns without hat:http://imgur.com/n38irfP
Character menu: http://imgur.com/uE64UIq
Gear menu: http://imgur.com/OpAqXQq
Additional details: They are the best shooters in the colony, the raider killers.

Well they don't have any additional parts or any disease, so that's why i don't put the health overview.
#7
General Discussion / Re: Is it worth starting a new game?
December 13, 2016, 09:29:30 AM
I don't know how much unstable is this update, but i always wait for the more stable release (i like my savegames), pretty much how was A14 and A15 for me, when A15 beta was released, it was over 9-11 days of development and bugfixing until the official launch of A15 and more 4-5 days until the releasing of A15c stable build. I know A16 is bigger than A15 (which means it can be more time until the official release), but if you like to play (and dont like mods) just go for it.
#8
General Discussion / Re: Latest update ffor A16!!!!!!!
December 04, 2016, 01:37:01 PM
Well after those images/teaser, transports pods, moving or creating another colony, too much possibilities and mods will certainly came in A16, this be be insane mates, i can't wait to play this update.
#9
Ideas / Re: More Weapons Needed
October 08, 2016, 10:25:19 PM
I think all of this would be great, well an personal backpack or something for colonists to store ammo and items, making ammo is something interesting, using an bench or using that machining table to making gunpowder and ammo would make this an game changer. Reloading time, special ammos like explosive bullets, hollow point, etc.... Depending of the gun, changing how the weapon can work: semi-auto or burst mode, the possibility to one colonist having 1 weapon + 1 side-weapon(pistol or MP) and grenades, well, it's not too simple, but we have a lot of possibilities for both weapons and combat.
#10
Ideas / Re: Your Cheapest Ideas
September 29, 2016, 01:11:24 AM
I don't know if someone suggested, well, if we kill many enemies in a raid, the rest of the survivors tend to escape, but ... if some of them just surrender instead of flee. this would be interesting.

The combat needs to be more tactical, even in intense or extreme the enemies are too predictable.
#11
General Discussion / Re: Colony Names?
September 10, 2016, 05:02:57 PM
I called my first colony "Hunter's Point", because in the first week i don't had the knowedge and resources to create an Solar Generator and a Freezer and i basically started to hunt the local animals, day after day, similar to a tribe.

The second one i called them "Wild Rangers", i started to protect the local wildlife, taming and reproducing the local species, and if necessary, killing any animals which means any danger to the local wildlife, i organize my local colonists to act and use tactics in a emergency to avoid any damage to the local wildlife.
#12
General Discussion / Re: Introduce yourself!
September 08, 2016, 02:59:46 PM
Hello, fellow forum members, my name is Eduardo Mota (SKD_Dudu), i have 20 years, i work as mechanic, and i live in Guarujá, São Paulo, Brazil.

What introduced you to RimWorld? Or to this style of game in general?
- My father had some simulation games and strategy games in his old Computer, and in 2002 i had my first contact with this kind of game, it was with my father and we played Caesar III, i liked this kind of game and i still play this kind of game today.

What's your favorite other game?
-No doubts, Red Dead Redemption from Rockstar Games, the game itself is an masterpiece: Soundtrack, Environment, Wildlife, Weapons, Characters and Story.

Most embarrassing gaming-related story?
- I was playing GTA Online in my Xbox 360 (March, 2014) and i started to kill a player who was follow me, 4 times, and this person called me in PM. Well, for my surprise it was my cousin, which i, in the morning, called to play with me. She was very upset with me and she was very angry and almost crying, because i forgot the mic on and i was indirectly offending her in public session, i was very embarassed and somewat sad after that.

What kind of breakfast cereal is the best?
- I don't like cereals, i usually drink black coffee or yerba mate tea with cream crackers with cheesse in my breakfast.