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Messages - Play2Jens

#31
Ideas / Re: Legal system?
August 22, 2015, 09:47:11 PM
Quote from: Z0MBIE2 on August 22, 2015, 01:39:05 AM
Yeah, but you already have to fight giant raids of seiging pirates and mechanoids... I don't think having your colonists break out in a fist fight would be good during that. And that would happen, since you wouldn't be able to draft them during that, like when people go insane.

The storyteller would put these events in between raids. Not during, right before or right after one. This would also put a whole new perspective to the game. Colonists with certain traits would commit different crimes:
- A psychopath would murder someone in their sleep (but the storyteller would only put this event when you have a lot of colonists and would probably chose a newer gained colonists).
- A drunk would sometimes start making a mess after he went on a binge.
- A Brawler would sometimes pick a fight, but would stop after a few hits.

If you don't put them in jail for some time, they might do the crime again. If you lock them up, the chance of them committing a crime in the future will be much slimmer.
#32
Ideas / Re: Fences and Rideable animals
August 22, 2015, 09:36:31 PM
Quote from: b0rsuk on August 22, 2015, 04:05:51 AM
Fences won't be added any time soon because humanoid enemies have trouble dealing with them. They would make it easy to keep charge rifles outside their range, and completely wreck melee raids (not that a raid against three people with charge rifles ON SNOW-COVERED MARSH has any chance).

I still don't get it. Fences can work the same way as sandbags? Humanoids take cover behind it, and are able to move over them. Only tame animals see them as walls. 

It's more like a decorative kind of aspect to the game. The main difference with sandbags would be a beauty buff and half as much hitpoints. I really like the zoning feature, but I would still like to build fences around my zones.

About mounting, I would like to see that as well in the game. But obviously it would take some time program it into the game. For now, dogs help plenty with hauling, which I like a lot.
#33
General Discussion / Re: Where Are the Fences?
August 22, 2015, 12:08:03 PM
I still hope they will be put into the vanilla game anno A13
#34
General Discussion / Re: RimWorld change log
August 18, 2015, 02:19:18 PM
Quote from: milon on August 18, 2015, 12:48:11 PM
I've just got to say it...

Quote from: ChangelogAug 17: Lots of fixes and adjustments.
Aug 16: Some Sunday bugfixing.
Aug 15: Lots of bugfixes. Updated elk graphics with antlers for males.
Aug 14: Misc fixes.

SoonTM

I'm going to warn you. Alpha 12 is going to ruin your social life.
#35
I know it's a tiny thing, but it has been bugging me for so long.
Right now, when a you install a vent or a cooler inside a wall, the wall will automatically end, making it look like there is just a big gap in the wall. It especially looks ugly when you install one right after a corner. Here is a picture of what I mean:



Above is how it looks like now and below is how it looks better in my opinion. It would be even better if they looked a bit smaller, so that we would be still be able to see the wall at the bottom.
#36
I guess it's also what the people want:
https://ludeon.com/forums/index.php?topic=13606.0
#37
Ideas / Re: Your Cheapest Ideas
August 12, 2015, 06:42:50 PM
Here is mine for A12:
- give some mammals like dogs a trainable to wear hats.  8)

#38
Quote from: Mr.Cross on August 12, 2015, 04:02:21 PM
Perhaps some sort of "Guard job" to give those assassins something useful to do.

Essentially draft them (or make it an actual job) give them a patrol route, and possibly assign work hours (similar to the one that's already in game).

They would then automatically seek cover and attack Hostiles, whether that be a manhunter pack, a rogue animal, or a broken colonists/prisoners.

I see this suggestion often, but I don't really get the use of this. I mean, it seems like a cool feature though. But you get an alert anyway when enemies are attacking. You can see the exact position they are coming from and most raiding groups are bigger than the number of colonists a player has. So naturally most players draft all their fighters anyway and put them in advantage position, making a guard duty unnecessary.

It would be useful if there was some sort of Fog of War, which is a complete different subject.

What about sending pawns away on scouting missions to discover enemy movement, sabotaging them (so they would become less strong or have less moral) or discovering stuff?   
#39
General Discussion / Re: RimWorld change log
August 10, 2015, 12:47:27 PM
Quote from: StorymasterQ on August 09, 2015, 09:35:40 PM
Going back to the game-breaking fences you mentioned, Shinzy, surely Rimworld would profit from joining all the other games out there by adding those Insurmountable Waist-Height Fences?
Reminds me of the good old pokémon days  :D but seriously, why would they be game breaking? Peaceful animals see the fences as solid walls. Colonist AI sees them as solid walls unless there is no short way around them and other AI (like aggressive animals and raiders) sees it the same way as sandbags
#40
General Discussion / Re: RimWorld change log
August 07, 2015, 10:34:59 AM
We'll see how it turns out! I'm just wondering... will alpha 12 have fences, to hold the animals or just as decoration? and would raiders/colonists be able to use it as cover/jump over it?
#41
Ideas / Re: Sappers and undiscovered rooms
August 05, 2015, 03:33:15 PM
In my opinion, if such a device gets implemented, it makes discovering hidden rooms too easy. At the moment it's always a pleasant surprise to accidentally tumble on them. I know you suggest it more as an mid-game or late-game tool. But it's not too hard to find one of these rooms and this thing would make it only easier.

Apart from that, I have no problem with sapper's AI not being 100%. The fact that they know about the hidden rooms or the location of your mountainous rooms is a minor flaw and barely affects gameplay. Although I support the idea that early sapper's digging should be more random (and therefore they have a harder time getting into your base), and late game sappers a bit more smarter (for example: not always digging the same way)

The other thread you are referring to is indeed very annoying, since it's only 2-3 people getting winded up so much because of such a minor flaw. Give Tynan a bit more respect.
#42
Ideas / Re: More raider agenda
August 03, 2015, 09:00:46 AM
I support this idea fully. I also think this is very important for the story telling aspect. It fits well with diplomacy game components and world events.
Imagine a volcanic winter is going on. There is a food shortage and raiders would go directly for your food storage.
Only problem is that programming complex AI is not easy. It would take ages to program something like this. And Ty already spent a lot of time on the sapper AI
#43
General Discussion / Re: RimWorld change log
July 31, 2015, 05:39:15 PM
Tynan, with the new amount of current and upcoming animals, have you thought about categorizing some of the meat and leather? Warg and dog meat would just become "dog meat", then we have "reptile meat", "pork", " mammal meat" (monkeys and misc), and so on?
Just to make it less confussing and not have a tens of different similar items.
#44
General Discussion / Re: RimWorld change log
July 30, 2015, 02:30:33 PM
Quote from: Segrog on July 30, 2015, 12:23:03 AM
Please let us name animals so I can name my chinchilla pet Shamrock and then have it die a day after getting it so then I can get a new one and name it Shammy, just like in real life ); rip in peace Shamrock.
I believe that's already possible. Animals gets names like "Dog 1", " dog2", ... But you can change them
#45
General Discussion / Re: AI sees trough walls
July 29, 2015, 10:37:47 AM
It can be realistic IMO. What if the raiders have some gear that detects wave lengths through the mountains? We are playing a game that takes place in the future.

Anyway, if you don't have that much imagination it's still a minor flaw. Stop complaining and enjoy the game