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Messages - todofwar

#31
Ideas / More of a "cast away" vibe for early game
November 26, 2013, 06:43:08 PM
I was just thinking a few more intermediate steps from three sleeping bags to superfort would help with length a bit. For example, you don't get the ability to build walls until you manage to repair some kind of refining equipment that crashed with you. Until then, you have to sleep outside or find a natural cave. Also, maybe you have to subsist on wild plants for a while before you manage to get crops. And in the beginning you face more threats from local predators than raiders. 
#32
General Discussion / Re: Floors
November 25, 2013, 09:29:22 PM
Quote from: TinnedEpic on November 25, 2013, 07:50:29 PM
I use concrete to outline my base and stop fires spreading. I generally i don't care about what I use for the outside.

Yeah, that's why I only use metal tile. In one mouse motion I designate a whole area.
#33
Ideas / Re: Endgame Raider Camps
November 25, 2013, 06:51:02 PM
Adding in a vote for this. Especially if you have to deal with defectors and saboteurs when morale runs low. Perhaps instead of having to kill their leader you just have to launch a few surprise attacks of your own, eliminate their food supply or set fire to their camp a few times and they get the hint. Either way, adding in some offense in end game would be great.

Shadow, no offense but you seem to shoot everything down that doesn't play into your hyper-turtle strategy, when the developer himself said he's not in favor of that and that's not what Rimworld is designed for. It currently works, but one of the main goals seems to be making it not work so well. 
#34
Ideas / Re: Combat Controls
November 25, 2013, 05:39:04 PM
Really I would just like to be able to tell a colonist to fire at a raider, and they be smart enough to get into position to fire at them and seek out cover if they find their current position not tenable. Unless you specifically tell them to stay in one place.
#35
Ideas / Re: New activities for Raiders
November 25, 2013, 05:37:44 PM
I think a large group of raiders setting up camp near you and doing quick hit and run type raids trying to tease you out of your fortress in late game would be cool.
#36
General Discussion / Re: Floors
November 25, 2013, 03:33:40 PM
That's why I always opt for smoothed stone when building underground. Also is one more benefit to underground bases. Above ground I only go with metal tile because it doesn't have a negative impact and I think it does provide a modest beauty benefit.
#37
General Discussion / Floors
November 25, 2013, 03:19:28 PM
So, any reason to choose one type over another? Carpet doesn't seem to do much in terms of beautifying a room and is expensive. Smoothed stone and metal are the only ones that work really well. I never use concrete or anything besides metal tiles cause I just don't see a point. Any thoughts?
#38
Ideas / Re: Gun smithing in rimworld.
November 25, 2013, 01:59:42 PM
Quote from: Semmy on November 25, 2013, 01:42:41 PM
Welcome... And your suggestion nicely fits this topic.

Not sure I agree, that was addressing the issue (took me five tries to spell addressing) of winding up with too many guns. He is suggesting adding the idea to build guns. I like this idea personally, especially if guns could be modified to improve stats. Like you get a Lee-Enfield and up it's range and power. Of course, this is predicated on colonists not winding up with enough firepower to supply a battalion as easy as they do now.
#39
Ideas / Re: Second wind colony
November 24, 2013, 10:20:53 PM
This has come up a couple times, I will still put in a vote for it. Though I think there needs to be a few more end game things to make a fully functional colony interesting. In some games, I feel like my work was unfinished. In others, all this would accomplish is give me a massive cleanup and repair job.
#40
Ideas / Re: Controlled burns
November 22, 2013, 03:28:52 PM
Quote from: ShadowDragon8685 on November 22, 2013, 02:53:51 PM
Quote from: todofwar on November 22, 2013, 02:47:38 PMAn ability to set fire to an area before building on it, once it's done you're safe from fires for a while.

Click colonist.
Press d[r]aft.
Rightclick on weapon rack containing Molotov cocktail.
click "Equip Molotov Cocktail."
Click on colonist.
Right-click on area near where you want your controlled burn.
Click [f]ire.
Point the colonist at the thing you want burninated.
Enjoy. :)

(Alternatively, set down two tiles of literally anything around the perimeter of your new construction and enjoy 100% immunity to naturally-spreading fires.)

I currently employ the two tile aproach (I've been doing 3, nice to know 2 works as well) was thinking more in terms of cost saving
#41
Ideas / Controlled burns
November 22, 2013, 02:47:38 PM
An ability to set fire to an area before building on it, once it's done you're safe from fires for a while.
#42
Ideas / Re: Work Smarter Not Harder?
November 22, 2013, 02:46:51 PM
Quote from: Semmy on November 22, 2013, 10:44:52 AM
It sounds reasonable that they mine a certain amount untill there hands are full and than go to the stockpile.

But i would be pissed off aswell.
That stupid miner must mine that bloody corridor and not haul the metal away.

There should probably be a division in priority between "mine for mineral" and "mine a base". Actually I think the priority system in general needs reworking, farming seems spread over three priorities right now.
#43
Ideas / Re: New Suggestion: Colonist Expeditions
November 22, 2013, 02:36:59 PM
Yeah, I like Tynan's approach. I definitely think some kind of relationship system can work great here, if your two best guns hate each other and you send them out to take out a raider camp than there is a chance one of them murders the other on the way back and blames it on raiders. Which can lead to other issues if the other colonist here's about it. Also, a happiness penalty if two colonists are in a relationship and you send out their loved one to the quest. (I don't know how to quote from one thread to another... I basically said all this in the other thread)
#44
Ideas / Re: my issue with games like this
November 22, 2013, 10:17:30 AM
Quote from: Tynan on November 22, 2013, 02:43:25 AM
Quote from: Nasikabatrachus on November 21, 2013, 05:57:38 PM
Tynan has also stated that his preferred solution to the tower-defense/holing up problem, of which the "built-up invincible fort" is a subset, is to have raiders start using siege tactics and long-range fire, so that should change things up quite a bit if/when that is put in. It's a good solution within the limits he's working with, I think.

Yes, you'll have to go out and attack the raiders instead of waiting for them to come for you.

As for leaving the map, yeah, the original post still applies. Much more likely, however, is sending colonists on quests to do something off-map. You wouldn't direct them while they're gone, but they would go and do something and return with some result based on their skills, equipment, and the situation.

Also, thinking about this more, it occurs to me that there may be a solution. You could send colonists on a quest. They leave. Several days pass. Partway through that, we freeze the colony map and go to a new map where your questing colonists are attacking a fort or something. You play that out to resolution. Then you go back to the colony map and continue playing until the colonists return and arrive. This solves the double-time problem. It's reasonably feasible. However, when people can't even cook food yet, it's a rather low priority :).

I like this idea, a lot. Especially if relationships are implemented, sending the wrong pair causes tension. Sending out someone's lover causes a drastic happiness penalty. 
#45
Ideas / Re: Work Smarter Not Harder?
November 22, 2013, 10:02:23 AM
Quote from: linkxsc on November 21, 2013, 09:51:30 PM
Quote from: todofwar on November 21, 2013, 07:39:11 PM
I wish they were smart enough to know when the max load they can carry has been mined/harvested and then haul it to the stockpile. I've had the issue of having a massive pile of metal lying around, and being told I have low metal. Then I make hauling priority 1, but they start hauling a bunch of other crap too.

well if the metals super important, you can forbid the other things around, but that takes some time.

Perhaps dragging a box over some materials and checking a "high priority" box could be helpful, automatically assigning haulers to haul that stuff instead

I settled for assigning mining priority 2 and hauling priority 1, then they will automatically drag metal as soon as it's mined. So long as I make sure the mine and stockpile are far away from other hauling tasks. Of course, this is highly inefficient because they don't carry max capacity and waste time in transit. Having another dedicated miner helps though.