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Topics - Cryorus

#1
Since mortars aren't a 1-man-show and opped as a team why not add the possibility to rimworld ?
You could get a new research after researching mortars that allows you to build a tactical computer for your mortar.
This could only be attached to the side of a mortar and would require 2 pawns to mount a mortar but by using weather information, distance etc. from the tactical computer the accuracy of your mortar would greatly improve.

For balance reasons you heavily decrease the fire rate,high material costs or something like that.

Oppinions here :|
                      V
#2
Stories / Tragic Operation
April 08, 2015, 10:27:08 AM
Tragic Operation

Since i posted it as a suggestion to rework the operation , might as well share it here. It has a nice background story XD
#3
Since I dont know whre to post this ( Funny moment, bug , suggestion) here it goes :

I think the operation system needs a little bit tweaking.

My doctor (med lv 11) tried to give my hunter a new arm (after it was bitten off by a ! MAD TURTLE ! ) and had a ""minor failure"". My hunter died.
This ""minor failure"" was to accidently remove HER HEAD.
I know its just one body part that was affected but I dont think that counts as "minor".
Maybe look after what failed during operation and THEN post the message of operation success/failure.
#4
Ideas / Raids ? Caravans ?! Expeditions ?!?!
April 05, 2015, 12:44:02 PM
END OF DISCUSSION SEE HERE:
Frequent Suggestions Topic!

I really love this game, but one acpect which bugs me is the ineraction with other factions/colonies.

YOU can get raided.YOU can have visitors.YOU can have travelers visit YOU. How about YOU be THAT raider,be THAT traveler ?

Simply put: Make an option to declare some out of camera/colony  tasks.

Have a caravan travel to a friendly/neutral faction base or colony and have them trade with your friends.
After selecting the caravan trade option an interface would pop up and you could start assigning people to go with the caravan and load stuff from your stockpiles.After a few days the caravan would arrive and a normal trade window would appear and you can trade the stuff you send off with your people. But no vehicle moves wihtout an operator , right ?  You also need to assign people to go, colonists with good shooting/melee skills will increase the chance of travelling unharmed (fend of pirates/tribes/wild animals).People with medic skills will heal people on their trips etc. etc. . Of course you would need to supply enough food for your people, they wont magicaly stop hungering when they leave the colony ;).

Same rules apply for Raids. (Optional for Raids: You activly control the raid/siege and colony goes out of camera)

Expiditions would have a random chance to find resources or even technology (granted a researcher is on board).

Let me know your thoughts ;)

EDIT:
After giving it a few more thoughts some additions :
- At least 1 colonist needs to stay Home
- Adding non researchable tech which can only be found through expiditions. (Glitterworld tech(upgrdaded meds , battery etc.) or something like  that ,very low chance since it gives mayor boosts
   to your colony)
#5
Ideas / Bill / Production Assignement
April 05, 2015, 12:12:29 PM
Quick idea which could help improve the colony feel and help modders :

I already use Wasteland's Skill Lock mod which is awesome and lets me fine tune my production assignement but still I hunger for more control (*insert evil laughter here*). Often i had a colonist do everything else but not the task i wanted him to do(Specific: I had a colonist  with enough medic skill to craft medicine from herbal, but he would not do it until i told him, because he went tailoring/stone cutting or anything else but that). So I came up with an idea.

Assign production tables or just individual bills to be worked on by specific colonists.

Example:
1) Improving your kitchen:
You could make two people cook but assign just one for butchering and the other for cooking.

2) Organize your hospital:
ADDITIONAL :
Rework health system to categorize injuries ( ex.: bruises/ scratches = low lv injury ; cut off limbs/organs etc. = high lv injury)

Assign one or more colonist for doctoring (operations and treating high lv injuries) but have a few more for nursing (bring food or heal low lv injuries)

3) Have People be dedicated to a specific task
Have a carfter for just stone blocks or tailorer.

In addition to the new fun system colonist could get positive/negative fun and/or mood buffs for doing a task.Using the childhood/adult backstory  you could know what task makes them happy/depressiv or is fun for them.
Example: A Butcher would not be very happy with growing but has fun at butchering/hunting (maybe operations ? XD), whilst a farmer would enjoy the growing.

Leave commets for ideas/critic etc and have some nice hollidays ^^
#6
I could not find a Note saying something like that has been fixed so here :
(Additional Info: Playing Modded (Eppyk Pack) and Vannila)


What the circumstances were :
General playtrough.

What happened:
After Day 751 the counter stopped working

What you expected to happen:
Higher Value

How we can reproduce the bug:
Normal play till day 751 in ALL my worlds/colonies resulted in a stop in day count.

With this colony i should be at day 947 but it says (like any other) "Days passed since arrival 751" :
http://i.imgur.com/ANsRbzU.png