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Messages - Colonist51

#16
Ideas / Re: Guards and Unknown Threats
May 02, 2016, 03:28:54 PM
Quote from: Kegereneku on May 02, 2016, 03:07:36 PM
No, no and no.
The absence of Fog of War is a FEATURE in game-design along User-Interface, not a flaw. See the developers comment
The idea was discussed to death in a (locked) thread, here is where I explain the problems.

In short : a FoW would bring nothing interesting to the game and work against every other of its features, like Events.

It would basically regress the game into the Tower-Defense we escaped from when the devs created Sieges, then Sappers.
I even affirm that any new features someone think FoW could bring, will be better implemented without hiding information globally.

First of all, if you don't like it, nobody would force you to play with FoW. This is why I propose to make it optional (like permadeath).

Secondly, you make it sound like my entire post was about FoW. The features I listed above could also perfectly work without FoW.
#17
Ideas / Re: Guards and Unknown Threats
May 02, 2016, 03:24:36 PM
Quote from: Mufflamingo on May 02, 2016, 02:03:11 PM
Since you said about the notifications and fog of war, how about the game will notify you about the danger if the raiders/manhunter/whatevers is on sight. Because, I think not notifying you at all seems to OP. You at 3x speed not noticing your colonist being shot to death at the edge of the map.

Good point. "Enemy sighted" notification when an enemy appears in a colonist's proximity/field of view. However if you send a lone colonist to the edge of the map, you should set him to flee in case of a threat anyway.
#18
Same problem. I posted a thread about it earlier today:
https://ludeon.com/forums/index.php?topic=19752.0

I'm not using the Pawn State Icons mod, so I don't think that's the problem.
#19
Ideas / Re: Guards and Unknown Threats
May 02, 2016, 12:03:28 PM
Quote from: dragoduval on May 02, 2016, 11:53:18 AM
+1 on all of them, guard duty is an essential and the removal of announcement would make the game more surprising.

Also it would be nice if we could alter guards automatically. Per exemple, 3 guard doing 8 hours shift each after the other, for a 24h guard duty at the same spots, would be nice and remove some useless clicking.

Thanks for the support.

For 8 hours shifts, you could just restrict the activities of those 3 guards to 8 hours of work during different times of the day.
#20
Ideas / Guards and Unknown Threats
May 02, 2016, 11:30:39 AM
Here are a few ideas that in my opinion are not too hard to implement and could greatly improve the immersion of RimWorld, among other things.

1. New type of work - Guard
Priority: between Bed rest and Flick
Relevant skills: Shooting, Melee

A colonist that is assigned to guard will walk around with a drawn gun and will automatically pursuit enemies within the home area.

2. New type of Zone/Area - Expand Patrol Area, Clear Patrol Area

An area where the guards are restricted to. If enemy appears within the home area, the guard will leave the patrol area and attack the enemy. If there's no patrol area, the guard will wander around in the same fashion as an idle colonist.

3. New security building - Guard spot
Capacity: 1 colonist

Works just like the patrol area, except guards will always prioritize standing in a guard spot over a patrol area. Similarly to a sleeping spot, you can assign colonists to it. Multiple colonists can be assigned to a single guard spot. If there's an assigned colonist, only that colonist will be allowed to use the guard spot.

4. New positive thoughts - Protected, Safe
Protected: +5
Safe: +10

Whenever there's an active guard, all colonists receive a passive mood boost of +5 (Protected). If there are 3 or more colonists simultaneously doing guard duty, all colonists receive a passive mood boost of +10 (Safe).

Optional gameplay features:

Unknown Threats - an option to disable threat notifications (raids, sieges, wild animals, etc).

Attacks on your base will catch you by surprise, guards will be more useful by a tenfold and the best part? Makes the game experience more challenging and realistic.

Fog of War - an option to make enemies, visitors, animals, etc, hidden unless they are in your colonist's field of view. Adds to difficulty and immersion.

Synergizes with Unknown Threats for maximum immersion.
#21
Bugs / Colonists standing and not doing anything
May 02, 2016, 10:08:10 AM
I have an issue with two colonists, they aren't doing anything. I noticed that so far this happens only when simple meal in the storage of the kitchen is allowed to be interacted with. The colonists take it, immediately afterwards drop it and then just stand there for hours doing nothing (not idle). When I forbid the simple meal to be interacted with, they start moving again. I have 5 colonists, however only 2 colonists seem to have this problem. Any idea what could be wrong?
#22
Is the next update (full release) going to be save compatible?
#23
Quote from: Madpizzaboy on April 28, 2016, 05:51:05 AM
does the latest version of this mod work with the latest version of Expanded Prosthetics and Organ Engineering?

That's what I would like to know also. The EPOE compatibility patch was uploaded to Dropbox 7 months ago, is it still safe to use?
#24
Releases / Re: [A13] Recycle
April 29, 2016, 04:20:20 AM
Quote from: vexen88 on April 29, 2016, 03:27:09 AM
were do i download it?

Below the post there's an attached zip file, you have to be logged in to download it.
#25
Quote from: NoImageAvailable on May 27, 2015, 10:03:22 AMCore module is required as is said in the installation instructions.

I must have missed that, my bad. Thanks for clarifying.
#26
Quote from: NoImageAvailable on May 26, 2015, 06:22:56 PM
Quote from: Colonist51 on May 26, 2015, 10:33:52 AM
Not sure if it's caused by this mod, but why does the vast majority of enemies have melee weapons? They are like target practice for me. Makes the game way too easy.
The mod shouldn't really affect the prevalence of melee weapons. I haven't played vanilla combat since A8 though so I don't really have any frame of reference for this one.

Ok, I see. I got another question, is the core mod required to run Combat Realism Defence and Combat Realism for Project Armory (light)? Or can I run them as standalones? In this case would they have vanilla values?
#27
Not sure if it's caused by this mod, but why does the vast majority of enemies have melee weapons? They are like target practice for me. Makes the game way too easy.
#28
Releases / Re: [MOD] (Alpha 10) Glitter Tech v1.0
May 26, 2015, 10:28:19 AM
Is this mod compatible with Combat Realism?
#29
Ideas / Re: Vanilla-friendly fog of war?
May 26, 2015, 09:59:48 AM
Fog of war would add a lot of immersion to the game. I'm all for it.
#30
Mods / Event mods?
May 16, 2015, 02:49:13 PM
Are there any event mods for Alpha 10? I can't find anything other than the outdated minami26's "Custom Events" mod...