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 - Play2Jens

#16
Ideas / Re: Research tech tree
March 11, 2016, 05:17:08 PM
Quote from: Tynan on March 06, 2016, 02:25:01 PM
There is much, much more research in A13, with several tiers involving multiple different research facilities. So this should satisfy you, for a while, I hope :)

Hi Ty,
Will there be categories/visual tree of the research in A13?
#17
Let's not forget all the hard work he did within limited time span because people REALLY wanted to see A12 released before his break.
#18
General Discussion / Re: Guy's we have a reddit
September 01, 2015, 03:17:49 PM
Quote from: Daman453 on September 01, 2015, 01:45:50 PM
Quote from: Goo Poni on September 01, 2015, 01:44:17 PM
You can just use edit on your posts to make changes instead of making a triple post on it.
Do you think i'm a normal person?

You, I like you. Clumsy, yet confident
#19
Ideas / Re: Let's talk about Zlevels
September 01, 2015, 03:16:01 PM
Quote from: CB elite on September 01, 2015, 03:02:43 PM
I find z-levels to be an interesting concept, and I've seen a lot of requests for them, but...

I feel like z-levels are just kind of... unnecessary? I mean, this is based on my limited knowledge of them. I haven't read much on some arguments for z-levels, but would be happy to be enlightened! What would be the perks of z-levels? Like, what opportunities would open up to players?

Alright. Gameplay wise:
- Be able to mine deeper into the mountain, almost gathering unlimited resources since you can dig vertically.
- Use height to get an advantage over the enemy; Colonists can build towers and shoot down on enemies
- Build trenches and deadfall traps.
- Make colonists run around way less. You can build your bedrooms above your living area when there is no room next to it anymore, so they don't have to walk so far.

Pure aesthetically:
Being able to build multiple floor houses and buildings with stairs, much more like real life.
#20
Ideas / Re: Let's talk about Zlevels
September 01, 2015, 03:09:21 PM
Sure, they are always welcome! But it would take months, even years, before they are implemented bug free and every little game aspect is adjusted to that.

I would rather see all that developing time go to other things like new factions, new events, new biomes (rivers, anyone?), new diplomacy, colonists relationships, more animal behavior, glass and windows, late game items, ... .

Yes, all of the above I would rather want than z-levels. I want you guys to ask yourself the same thing. Would I rather want a year of new content and refinement, stuff that really makes each RimWorld game you play feel totally unique and intriguing; or would I rather see z-levels?
#21
Totally agreed!
#22
Ideas / Re: Your Cheapest Ideas
August 30, 2015, 12:57:28 PM
Quote from: manilaguy on August 29, 2015, 11:56:40 AM
How about a new faction? Like Knights with crossbows and heavy armors or vikings with axes and chain mails.. ;)

The problem is that the faction has to fit in the game universe. Factions would adopt to the future technology being available. So I was thinking about it. Maybe it's possible that medieval kingdoms don't want to use technology since they think it's the devils work. And viking raiders wouldn't have that much use for it since they're only looking to pillage some villages and are excellent brawlers anyway.

I think Vikings, Advanced (mining) Corporations and/or an Advanced Fascist City would be a cool add-on for the game.
- Vikings can sometimes use guns (which they found while raiding), but are mainly brawlers.
- Mining corporation is an advanced factions which wants to eradicate you because you settled on resource rich lands
- Fascist City uses soldiers with advanced weaponry. All the pawns look the same (bald head and beige cloths or so). They are ruled by an insane dictator. The player can sometimes take in refugees from the city. It's a faction which survived the downfall of human kind through keeping people poor and a dictatorship for centuries. Only the 1% has future tech and are able to travel to other planets.
#23
Quote from: Mihsan on August 23, 2015, 09:36:20 PM
Quote from: Play2Jens on August 23, 2015, 08:39:36 PM
Would it be possible to make a code concerning group behavior? If one wakes up, all the other would wake up?

IMO it should be individual behavior. Shoting gun closer than X meters from sleeping animal: it wakes up.

Because group members could be too far away from each other for this to make sense.

Yeah, adding some sort of hearing intelligence into the game is a future must for the game. I guess it's kind of complicated to program.

But yeah, imagine yourself attacking sleeping raiders at night, only equipped with silenced shotguns or snipers.
#24
Bugs / Re: [0.12.906] Rude guests
August 24, 2015, 12:23:28 PM
Quote from: skullywag on August 24, 2015, 10:09:09 AM
is he now a hat?

;D ;D ;D

In all seriousness, I think there should be a chance that these people decide to join the colony
#25
Would it be possible to make a code concerning group behavior? If one wakes up, all the other would wake up?
#26
Also, I get that the game sometimes want you to lose. But I just feel like they are a bit overpowered and I would have to use savegame reloading way too often while I encounter poisonous ships, even if I start new games.

Unless you play Randy random extreme. Let that sun of a muffalo f*ck you up big time. That's the purpose of this story teller. ;D
#27
Hey Ty, I have to say I also think they are overpowered. I was playing Cassandra classic on Rough. Previous games I was challenged, but not as much as in A12. Raids were hard, but controllable with tactics and a few trained dogs. But I got 2 poisonous ship events in the first year. And I had to take them out ASAP because otherwise I wouldn't be able to get enough food for the winter.

They were so powerful that they often 'one shot, one kill'ed me. When the second event came, I had no other use to use all advantages the game gave:
- Building a solar panel with a few turrets
- Luring one Mechanoid at a time into combat
- Colonist with shield who runs from cover to cover to distract him
- Colonist with grenades and hit & run tactics
- A LOT of SAVE RELOADS

I don't mind using advanced tactics like this, but it was just too much and not really enjoyable anymore. What I suggest: Less poisonous ships (first only one, afterwards maybe two) and Mechanoids getting injured due to the crash (so their handling is hopefully worse)
#28
Ideas / Re: Your Cheapest Ideas
August 23, 2015, 03:30:17 PM
Automatic turrets seem more like a mid-game feature. I suggest players have research it first.
So, to balance the game:
- The player can install and uninstall turrets like furniture. They land with one or two installable turrets. - Friendly outlandish towns bring turrets at the beginning of the game, as a token of goodwill and so the player can better defend themselves
- they can also buy turrets from traders
#29
Bugs / Re: dose hay not tame?
August 23, 2015, 03:16:00 PM
I also think it isn't supposed to be a bug. I don't think animals would see hay as a treat, which would make taming pretty ineffective like Panzer said. Also, note that the game is still in Alpha. It takes ages (weeks) of troubleshooting and bughunting to make it run clean. And even then, with such a complex game, you will always find a minor bug.

Also, working on your grammar/punctuation might be a good idea. It might come in handy once you need to make school projects, resumes, corresponding or generally anything if you want to further in life than playing video games all day.
#30
Bugs / Re: W - 0.12.906 Dogs Can Eat Chocolate
August 23, 2015, 03:08:47 PM
I don't want to sound like an animal abuser, but we used to feed our dog actual chocolate. It loved to eat it and it didn't get sick.

After we learned it's deadly for dogs, we obviously stopped giving her chocolate. Apparently it's just super bad for the dog's liver and blood veins, since it cannot process it properly. If you want the game to be accurate, make it so that the dog will have a heart attack after it ate too much chocolate for a longer period of time