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Messages - Kagemusha12

#46
Ideas / Re: Sanitation System
August 12, 2016, 01:16:59 PM
Quote from: ToXeye on August 12, 2016, 10:57:46 AM
Prison architect solves the toilet going by making it less apparent to the player that the pawns do not actually mechanically use the toilets. They just assume to use them since the toilets are in place. I would guess that it would be possible to hide that the colonists go to the toilet, as long as there is a toilet somewhere. Hidden mechanics. That way, the colony needs to handle waste while the player doesn't need to watch the colonists go to the loo.

Hm, last time I played Prison Architect, my prisoners actually went to the toilet.
Of course you don't actually see them stripping naked thgeir pants and producing a pile of shit, but they go to the toilet and spend some time there.
(that said ... I never tested what happens if you don't provide even a single toilet within the prison area :D )
#47
Ideas / Re: Sanitation System
August 12, 2016, 05:25:20 AM
Quote from: kragnfroll on August 12, 2016, 04:06:54 AM
That's partially wrong Wex. You can't just throw you're shit on your crops, but you can compost it and turn it into fertilizer.

Anyway, there is enough indie game with poop. I like watching my colonist fighting and getting a fire starting spree, but I do not want to watch them in the toilet. I don't think this add anything to the story telling.

But it adds complexity and realism.
Pee/Poop lying around everywhere will severely lower the mood of your colonist, so you will have to think of systems where the colonists are able to pee/poop near their  habitation area, whereas the pee/poop itself gets bdeposited somewhere rather far away
#48
General Discussion / Re: RimWorld's Different Worlds
August 11, 2016, 12:41:46 PM
Quote from: BlueFireWolf295 on August 11, 2016, 12:05:15 PM
So I have a question, when u generate a world, at the top u can see the name of the world. I recently deleted a save accidentally and the name of the world started with Am or something like that. My question is: are there only a limited amount of worlds and is there a list anywhere where I can see the different worlds and their seed?

Thanks

I wouild assume that the number of worlds that can get generated is rather huge ... and is done procedural from the seed for the RNG that you entered)
#49
Quote from: Pax_Empyrean on August 11, 2016, 12:08:18 PM
Quote from: Kagemusha12 on August 11, 2016, 12:25:37 AM
Quote from: Pax_Empyrean on August 10, 2016, 11:34:19 PM
Quote from: Darth Fool on August 10, 2016, 08:47:54 PM
Frankly, given that fortresses are so effective in Real life, I would be surprised if there was a way to balance the game to make them not effective in RimWorld without ridiculous Deus Ex Machina mechanisms. 
The difference between fortresses in real life and fortresses in Rimworld is that you couldn't feed yourself from inside your fortress in real life, which changes the whole dynamic between attackers and defenders. The ability to make a nigh-unbeatable killzone is less problematic when a sufficiently well-supplied enemy can force you to choose between leaving it or starving to death.

At present, the enemy comes in great enough numbers that if you don't have a big defensive advantage they'll kill you, so while I like the idea of promoting more open-field engagements the enemy's numbers are currently tilted toward "killbox or lose." Their numbers would need to be adjusted along with any change that makes you leave your killbox.

Which is, however,why fortresses in real life usdually had food supplies for several months stored within the fortress (and also access to deep wells for water supply), forcing any attackers to spend several months sieging the city.

Compared to RL equivalents of attacks on castles, the attackers in Rimworld usually come in woefully underprepared

Of course they stored food. And yet, starving them out remained the most common way of taking a fortress. In Rimworld, that's not a viable option.

Actually there would be a way:
Usually fortresses in Rimworld are depending on energy generation from outside the fortress (especially thermoelectric generators).
So, first concentrating on cutting off the powerlines between those generators and the fortress (and/or destroying the generators themselves) may hurt you very much ... and may even allow traditional sieging, if all power can successfully be cut ... after all power is needed not only for the sun lamps in the greenhouses, but also for the coolers that keep your food frozen ... else it will rot away in a few days, unless you are very well stocvked with vegetables).
Your only way of escaping this would be having enough metal and wood to build and power conventional generators (and shut off all unneeded power supply)

That said:
Maybe something that makes sieges more successful would be an EMP generator that can be built by the siegers.
(and may be powered by a conventional generator, also being built by the siegers)
This device would be function like a solar flare that shuts down all power supplied devices in your fortress (with the exception of the EMP generator itself and its power generator, of course) and would force you to come out and deal with the siegers (or starve to death after a few days, as the cooling devices for the fridges don't work)
#50
Ideas / Re: Sanitation System
August 11, 2016, 11:07:01 AM
Local government sounds like a little bit much for a small colony of 10-20 people :D

But sanitation definitely sounds like a good idea  :)
#51
Ideas / Psychologist / Psychoanalysis
August 11, 2016, 04:03:40 AM
IMHO it would be nice to get a psychologist room/job (and maybe skill).

A psychologist  could serve in 3 functions:

  • Combat terrible mood ... if a colonist is short before berserking (or doing other things) a session in the psychologists room could improve his/her mood (or maybe remove some of the mood debuffs) so he gets out of the dangerous mood zone
  • Calm down colonists that already had a breakdown (i.e. are berserking or wandering around in a dazed state)
  • Lessen the impact of certain traits (for example substance abusers or pyromaniacs) so that the cravings that arise from said trait are lowered

He may also visit the prisoners once in a while, to lessen their cabin fever (and thereby make it less probabled that they berserk).

The downside to having a psychologist would be, of course, that it may be a time consuming work, making the colonist (who serves as psychologist) be less availabel for other works
#52
Quote from: Boston on August 10, 2016, 03:02:53 PM
I refuse to play a new Alpha until EdB Prepare Carefully and Combat Realism get updated. Those mods are integral to my Rimworld experience at this point.

Combat Realism actually has been updated ;)
But, as the original mod creator isn't active anymore, you won't see the newest links in the OP (or updates to the headline annopuncing that it is A14 compatible).
Instead you have to look into the last pages of the thread for postings of skyarkhangel (who now updates the core mod) and Lockdown (wo updated the Combat Realism Defense part)
#53
Bump, so it gets above the korean spam
#54
Depends ... what do they take with them?

Only gold and silver?
Or also, for example, meals?

I am sure that not one of them ever got to my gold and silver supplies ...
but I think I had one time when they destroyed one of the climate control units of my fridge,
that I was missing a lot of my fine meals afterwards
#55
Quote from: Blastoderm on August 11, 2016, 01:51:35 AM
Quote from: Reviire on August 11, 2016, 12:27:32 AM
I think a good change to encourage more engagements outside of killboxes would be to make guns more deadly in general. I've used this example several times already, but look at the Combat Realism mod. Guns are very very deadly, it's quite easy to come out on top of a battle where the enemy has numbers, because what matters is hitting them, not having more people with more guns. A single LMG can turn the tide of an unfair battle, through suppression and just getting a lot of shots in on a large group.
What is the point of Melee skill then? Everyone would stick to ranged gunfights. What it does iseffectively cuts entire skill and weapon branch out.

Combat Realism still has the personal shields implemented ...
so your melee forces can still use the power of their shields to cover the distance between your position and the enemy ranged attack units and wreak havoc amongst them
#56
Quote from: Pax_Empyrean on August 10, 2016, 11:34:19 PM
Quote from: Darth Fool on August 10, 2016, 08:47:54 PM
Frankly, given that fortresses are so effective in Real life, I would be surprised if there was a way to balance the game to make them not effective in RimWorld without ridiculous Deus Ex Machina mechanisms. 
The difference between fortresses in real life and fortresses in Rimworld is that you couldn't feed yourself from inside your fortress in real life, which changes the whole dynamic between attackers and defenders. The ability to make a nigh-unbeatable killzone is less problematic when a sufficiently well-supplied enemy can force you to choose between leaving it or starving to death.

At present, the enemy comes in great enough numbers that if you don't have a big defensive advantage they'll kill you, so while I like the idea of promoting more open-field engagements the enemy's numbers are currently tilted toward "killbox or lose." Their numbers would need to be adjusted along with any change that makes you leave your killbox.

Which is, however,why fortresses in real life usdually had food supplies for several months stored within the fortress (and also access to deep wells for water supply), forcing any attackers to spend several months sieging the city.

Compared to RL equivalents of attacks on castles, the attackers in Rimworld usually come in woefully underprepared 
#57
General Discussion / Re: Carcinomas
August 10, 2016, 01:53:35 PM
Check what the maximum healthcare level of your colonist is

If it is "doctor care only" you cannot perform surgery on him, because he needs at least herbal medicines as anestheticum.
Also, if he is at "herbal medicine"-level but you don't have any herbal medicines (but only medkits and above level) then, of course, you also cannot perform the surgery, as the colonist isn't  allowed to use medkit (and above) level medicines
#58
General Discussion / Re: Fuck this game!!
August 10, 2016, 09:21:33 AM
Perhaps you should have armed all of your colonists with maces and clubs, so that they have a big chanceto just knock the sleepers unconscious instead of killing them ;)
#59
General Discussion / Re: Tv in hospital not working?
August 10, 2016, 03:49:27 AM
Your pawns will only use the TV when they are awake (and not otherwise occupied, like with getting treated), not when they are sleeping
#60
Perhaps it would be a good idea, to open a new thread, Skyarkhangel ... maybe "[A14]Combat Realism - Reborn"  or something like this.

This would give you the ability to edit the Opening Posting (and, for example, keep the link to the newest version updated, as well as put infos to the newest version therein) :)

Oh and thanks for updating the mod, after the original creator has left the ship :)