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 - Ferigad

#1
Ideas / Your not so cheap ideas.
October 09, 2013, 12:41:37 AM
This topic is for the ideas that take more time to create.
I will merge some posts out of the cheapest idea topic towards this topc.

Hang in there its alot of work.

Not so cheap ideas are ideas that for instance require a complete new system.
Added By Semmy




Ehm ehm... Water! And then add alcoholics too! ^^ No honestly i don´t know if that´s easy but to let the people drink too would create so many possibiltys like bad water, alcoholics, poisen. I mean isn´t water the basic stone for every kind of colony? You create Oxygen out of Water. You let your food growth, you can clean yourself, make drinks, use it for drilling and so many basic and advanced stuff. I really think water is a very importent part that should not be missed. (Even more importent as food, i would say.)


  • Darkness - So it gets really really dark without light source
  • Flashlights - For the little bright dots in the darkness


#2
General Discussion / Re: What is/is there an end game?
October 07, 2013, 03:48:20 AM
I think if i would take a endgame, it would be intressting to get a choice in the end. The possibility of a spaceship to evacuate was discussed several times. But i would like a other way too.

I thought about that. Yes, you could evacuate. But the Universe is cruel and cold. So should you really go out there, back to the chaos where you used to live and the other refugees? Ã'r choose to make a final stand and show the local pirates/raiders that you won´t be a easy target and that you will stay on this world.

Somebody watched Voyager, the episode in the last season where Neelix decides to stay with his people? They make a final stand agains a aggression by deploying a shield-grid to defend themself. I thought about a similar possibility. Instead of investing ressources into a evacutation ship, you invest it in a planet-defense grid of some sort. Like Ground to Orbit defense weapons, a shield-grid or some kind of Sattelite Defense System, a final grand-project to claim the Planet and secure it as a real colony that can beginn to expand into a nation of the galactic community. And while you set up that final defenseline that will secure you from future pirate/mercenary/raider/slaver attacks, they will mount a last and massive offense, a real big one, with troops streaming down like rain to defeat you before you can secure that RimWorld.

At least that would be cool, i think. After that this new Nation could send out Scoutpartys to "new" RimWorlds, because you expanded the core of the Community further, and bam, you are crash again ^^
#3
General Discussion / Re: Who are your YouTubers?
October 06, 2013, 01:59:05 AM
Kurtjmac. He normaly does Far Lands or Bust on a regular bases, but he also plays Kerbal Space Program on a regular basis and made a let´s play for Teleglitch. I think this game could intresst him, he has a thing for simulation. And the Combatengine in combination with the colony build up could be his thing.

http://www.youtube.com/user/kurtjmac
#4
Ideas / Re: Got an idea for a Storyteller incident?
October 06, 2013, 01:54:32 AM
Here are some other idears of my, it could be that some of the idears could been posted before. In that case, sorry. The 2 idears with the ? means that i think it´s not possible at the moment, because the game doesn´t support it at it´s current state. As always, sorry for the gramma/typos.

Colony related:

- (?)Powerthief: Somebody is stealing battery power and sells it to the black marked. Effect: Until you get the thief, you will loose from time to time power/batterys. (that would mean you would need to use energy as a ressource, like in mobile batterypacks, and to be able to sell it. On the other hand, energy as a universal currency in a sci-fi setting isn´t that strange at all.)

- Food/Ressource/Weapon thief: Same as the powerevent, i just wanted to seperate it because at the moment you don´t have mobile powerstorage. As far as i know.

- Sabotage: Somebody sabotaged the defense grid/power grid and raiders are incomming.

- Storagebunker: When your guys digged into the mountain, they found that old bunker. From what you get, it´s an old warbunker with some old tech, but still useable for your colonists.

- Sporeinfestion: A spore has infested your crops. You need to devolope a counter agent to kill the spores, otherwise it will infect your entire cropproduction (could be a new effect on the planet, so it gets impossible/hard to raise crops outside and the only foodsource becomes hydroponics, until you can kill the spores.)

- Metal eating bacterias: Crap. The worst thing that can happen. The Planet is a biome for a metal eating bacteria. It seems like your highly refined metal is the perfect source for them. Send in the eggheads to find a cure.

- Infection of the food chain: It seems your nutrian dispenser was infected with a strange bacteria. Some of your colonists are allready ill. Find a way to cure them, maybe the flora and fauna of the planet can help you.

- Android: You discovered that one of your colonists is not a human. He is, in fact, an android. But you have no idear if he is friend or foe. Will you keep him or try to dismantle him? He could be valuable after his new talent is discovered, but a risk to the colony. On the other hand, his parts could be used to refill your storage with high tech material.

- (?)Watercontamination: Your watersource was contaminated. You are not sure why or who, but you have to find a way to fix it. Maybe you can find a answer at the source or somewhere in your colony. (Thats only if water will be present later)


Planet related:

- Alien artifact: You find an ancient artifact. You could use it to accelerate your research or sell it on the blackmarked. One of your eggheads even think it could lead you somewhere... to a treasure, or to an old horror?

- Von Neumann device: A Von Neumann probe crashlanded. Bad for you, the probe seems not to recognize your status as human being, and sends it´s nanites to collect raw material, even from your base. You will need more then rifles to beat that enemy, but one of your scientists has an idear. Grab a EMP and get it close enough to the probe. That should deal with it´s core a.i. and deactivate it.

- Raideroutpost: Raiders has established a base close to your position. It seems like they are not aware of you, for now. Is peacefull coexistince possible?

- Slaver base: Slavetraders has established a base close to your position. They offer you slavers for a good price, and they would even buy colonists from you. On the other hand, it would shake the moral foundation of your colony, if you get into a buisness like that...

- Unknown beacon: A beacon was found, transmitting data to an unknown position in space. You are not sure who or why it was send, but it seems like whoever send it, could come to search for it.

- S.O.S.: You recived an S.O.S. from a Ship thats about to crash on your world. Will you try to save the people when they crash, or just going in with your guns to take everything precious you can find?

- Schroedingers cat effect: One of your eggheads did it. He unlocked the secret of a quantum effect. Unfortunately, the effect seems to get out of control. You even had a visit from a dead colonist this morning. You should better hurry up, or otherwise your colony could end in a possibility where you never survived the crash in the first place.

- Mining company: A mining company has landed close to your position. It seems they are intressted in the local minerals. Be prepared. Who knows if they will not simply try to claim your storage, instead of digging for raw minerals.

- War relics: You found an old relic of a long forgotten war. It seems like a warmashine. You could dismantle it, or try to use it. But who knows what the consequences could be when you activate it?

- Invasion: An unknown force has landed in great numbers, and they are here for you. Prepare yourself, because from this moment, you are at war.
#5
General Discussion / Re: Rimworld Wiki!
October 05, 2013, 07:16:37 PM
Usually, if you got 1 good wiki running, nobody will be intressted in making another one. Because creating a wiki, content and get all the links right, update it regular and so on is work, real work. Nothing to do with fun, it´s basicly administrationwork. I doubt that somebody else would make a wikia if another well documented wiki exists, on the other hand if a wikia exists, even with ad´s, nobody will go through the trouble to make a mediafire wiki, as example (except they really really hate Wikia). I could easly live with the existing wikia. Despite the Ad´s and that you are not in control of the wikiserver itselfs, there are no real issues against using the wikia.
#6
General Discussion / Re: Rimworld Wiki!
October 05, 2013, 06:47:44 PM
I can at least tell you that you can edit the registration form (at the serverconfigs) and put in any things you want to know or not want to know about a person (like delete the name needed).

And you can increase the default 2 megabyte limit in the serverconfigs. Yes, the Syntax is different, but moste functions can be created/used by the build in editor of DokuWiki.

About capital letters. Well, no clue. I know that capital letters had some issues with some plugins, on the other hand, the username is only required for a account when you do maintenance. But honestly, it would irritate me too. The only tricky thing is to configurate the wiki before using it. But thats the issue with every wiki that is installed on a own server.
#7
General Discussion / Re: Rimworld Wiki!
October 05, 2013, 06:17:03 PM
You can upload pictures with mediawiki, but it is one by one. Or you can get a FTP access to the mediawiki Server and simply upload the whole package at once. But before you can use the mediawiki uploadsystem you have to activate it in the configfile of mediawiki, serverside.

DokuWiki has only one setback like garg1 said it. You have to beginn in a structured way, because it has no PHP database. It saves all as TXT files on the server and it´s not that easy to make a radical change when you hit a certain complexity in your wiki.

Template example
#8
General Discussion / Re: What is/is there an end game?
October 05, 2013, 01:50:44 PM
Honestly... the fun about a simulation game is that i can play it again with a different gamexperience. At least for me. Endcontent could be nice, in a spirit of ending a story, but a goal itself like to build a escape ship or create a time/space teleporter (No, don´t try to test it! You will end up with a Teleglich! *wink,wink*) isn´t that mutch needed, i guess.

I would like to see that more effort goes into variarity of the things you can construct and the possibilitys of cross-interaction. Like a Water pump. First you pump water and use it to drink. Later you use it to synthesize chemicals, and then you could use it to create gas based fuel system, just as a example, or even create a new grenade with the gas or gas-driven tools/weapons that use compressed oxygen and so on.

I think loosing is fun could work pretty well with this Sim, btw. It only depends on what you can do and create. I really wouldn´t mind if i end up after days with 300 colonists and a giant smooth running mashine, then a virus hits my colony and boom i got a mass riot and chaos going on there! Muahaha. Yeah that would be fun and tottaly worth it as a "end"game content. :P
#9
Ideas / Re: Got an idea for a Storyteller incident?
October 05, 2013, 04:05:11 AM
Well, my 2 cents.

Rage-Syndrom: Colonists become more and more angry, when your medic guys find out that some kind of radiation influences them. Leads up to a old device from a ancient war that used some brainwaves to increase aggression and paranoya on the enemy troops. Keep it, destroy it, even use it agains your enemys? Hmm...

Guilty: Mysterious things happens when a new arived colonist is found dead. First you suspect pirates, but after some times, it becomes clear that somebody of your own is guilty. A regular case, but when you learn that the new colonist was once a warlord that killed thousends of peoples, you are faced with a moral decision that could affect the entire colony. Serve Justice or show mercy? That choice could affect your entire colony and how the people will think about you as their leader.

Fission sucks!: All goes well and you are able to repeal the pirate attacks. But then you get a strange signal from your old ship. It seems like the fusion core survived the crash and loosing magnetic contaiment. Can you reach the wreckage in time to prevent a catastrophic meltdown  that would shift the climate of the planet? Stop a Nuke from goin off! And even better, get some juicy tech from the wreackage, maybe even a (mostly) working fission reactor!

EMP Asteroid: (Yeah, thats a classic!) A meteor is comming down, but this time its not a regular one. Just in time your scientists inform you that this one will explode high enough in the atmosphere to create a electromagnetic pulse. Hurry up and try to get as mutch equipment as you can to safety, or at least shut down your powergrid. Otherwise, welcome to the stoneage!

Dark Sky: (Yes, mostly like the solar eclipse idear some pages back) Look, a solar eclipse. But why is that muffalon so angry? Wait a minute... all animals of the planet becomes enraged. Why? Who cares, grab your guns and close the doors! And dont forget the lights! A night of the terror style encounter.

Wish you where here: One of your colonists lost a love one when your ship crashed. But then, you get a weak transmision. He/she is alive. But you learn that the slavetraders got the same messeage. Can you reach him/her in time to save him/her and to reunite him/her with his/her loved one? (It doesn´t sound mutch, but i think a bit romantic can´t hurt)

Cold Sleep: When you check out the ruins of a old colony, you find a hibernationpod. Inside you see a single human. After examine it, you accidantly awake the person inside. (Friendly and hurray, a new colonist. Foe? Well, bad luck then. His reanimation triggerd a beacon and his friends are comming...)

No idear what kind of storys are even able with the engine or easy to do. So i just wrote down some basics and the idear behind it. From a perspective of story, it could be good integrated in some storylines. Like the loved one is a engeneer that helps you with a other issue. Or the guy from the hibernationpod is the son of a mercenary clan and they think you kept him hostage and so on. Will write more if i still get any idears.
#10
General Discussion / Re: Rimworld Wiki!
October 05, 2013, 12:19:44 AM
Hmm, personaly i had good experience with mediawiki. Had the same issue, i simply didn´t liked the AD´s but wikia is very costumer friendly. On the other hand, mediawiki has a high learning curve. If you got the basics and if you want to create a new wikipage, it doesn´t take mutch effort. But anything else... i mostly looked for other mediawiki pages, checked the source out and copyed what i needed to create a similiar textstyle.

In the end it´s always 4-5 people that care for a wiki of a game, from my experience. It may sound a little bit hard, but i wouldn´t count that really mutch people will contribute to a wiki, even if you take a easy one with a WYSIWYG editorstyle. You really should look for a wiki that is comfortable for the people that does care now. (British, Hypolite, etc.)

So even if mediawiki is a bit harder to use, you can get very mutch source material from other mediawikis and use it for your own style, modify it a bit and just get what you want.

But just to mention it, DokuWiki is a simple one too (used it myself 3-4 times for work related projects), without adds and a easy to handle editor in a style like a forum editor tool. You can get pictures, spreadsheets and pages very simple, but it hasn´t mutch features like mediawiki. You can, still, install some plugins to get new functions with DokuWiki.

If you want a wiki with many options from the start , mediawiki is the one. If you just want a solid wiki with text, some pictures, spreadsheets, easy to manage and contribute, DokuWiki is a good choice.

For WikkaWiki you need some decent PHP Skills. It´s more about to create a secure wiki. And i never used PmWiki (but from a quick look it doesn´t look that userfriendly, even if it states otherwise on it´s homepage.)

Hope it helped a bit.
#11
Hope you don´t mind, just added some of the missing links in your wikia as far as i spotted them. Wish i could help with graphics, but i´m a poor designer ;) In any case, nice to have it. Bust just out of intresst, is it intentional that the main categorys are still buried in the wiki itself? I mean a nice opening with things like "Gameconcepts, Structures, Buildings" etc... would give a visitor a better overview.
#12
You get me wrong, i dont talk about tests, i talk about somethin like the good old times, a demo version if you like. PE did it, and it helped them to get some more funds at least. And the people did just played it for themself to see if they like the idear and to judge if they wanna really spend money on it. Even if it was a highly alphastage version, and if you backed you could play the later devoloper versions, if not, well, you could just wait for a release.

Thats the whole thing about it. Nothing to do with testing. Still, it´s just a suggestion.
#13
General Discussion / [Question] RimWorld for testing?
October 03, 2013, 09:35:11 PM
Woho,

please dont start to jump into my face before you did read the post! xD

First off, nice game. Backed it and i can´t wait that the other 29 days are over to get my hands on that. Even if it´s a crashderby in its early build, i rlly love that kind of game (yes i am dwarf fortess addicted O.o)

Question (or suggestion) i have is this: If you reach the 20.000 for the minimal goal, would you consider to let the people test the game themself as long as the rest of the kickstarter campaign runs? With a stable dev build, of course, or at least as stable as it works, just that the people get a idear what they are backing from first hand.

I think it could help to give the game another boost while it is still in it´s kickstarter time. It´s just a suggestion, as far as i can tell it didn´t hurt Planet Explorers when they did something similiar.

Now you can hit me or say that i just wanna have it for free or so but just to prove otherwise:
http://www.kickstarter.com/profile/530317424
So honestly, i ask it only because i think it could help to get people more intressted. Even maybe people who didn´t had that mutch experience with that kind of games.

And just ignore my bad gramma, english isn´t my native language xD