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Messages - Keymaster89

#1
Hey rooki!
I see that u make progress almost daily, all gorgeous stuff!
I wanna ask u something... i saw that u made some heavy mech and an hover bike, so... have u ever thinked about real vehicles? something that colonist and strangers can drive? It could be some sort of equipment that grant u some extra ability.
I'm not a modder, and i don't know the effort of add things like this to the game, but this is something unseen in rimworld modding section, and i think that if i'll be able to mod myself, that will be the first thing i'll try to add to rimworld...
Think of it...
Anyway, Keep up the good work!  ;)
#2
Ideas / Re: Shared Beds
March 19, 2015, 10:20:08 AM
Quote from: Tynan on March 17, 2015, 11:18:28 PM
I've wanted to do a beliefs system for ages, but I think I should do a "social relationships" system first if I'm gonna go down that path.

BRACE YOURSELF! social relationship system is coming (maybe)
#3
Ok! my turn! i'll try to be useful! As Tynan are adding multi colonist bills:


-SPORTS: soccer, basket, volleyball, rugby, tennis, ecc. Can be done solo or duo for extra fun speed recovery (maybe even the whole colony for rapid wide fun, that will be epic  ;))

-PETS: pets are fun, if u'll add some kind of dog/cat/bird, taming them and playing with them will be fun. Also, animal companions will try to follow the owner around anytime and defend him from attackers. Will be really cool to see hunters and their hunting dog looking around for muffalos.

-SEX: well... sex is fun... and we already have a royal bad, so...

-VIRTUAL REALITY: In glitterworld worlds exist this kind of stasis pod where your consciousness will be ripped from your body and placed in a virtual world. Anything can be programmed in there, so any fun needs can be fulfilled, but can cause severe addiction and alienation.

-MUSIC: music instruments will really well fit in the item quality mechanic, plus if a colonist is playing/singing the ones arond him experience a  morale buff/debuff based on art skill and other colonists can join.

-WELCOME PARTY: when visitors come along to visit, you could start some kind of party, give them couple beers, food, singing and dancing, having good fun togheter and boosting faction reputation.

-STARING AT ARTS, PHOTOGRAPHY, PAINTING, JEWELERY: contemplate arts is fun for someone, taking picture, painting and jewelery should also be artworks that a colonist can practice beside sculpture.

-ROLEPLAYING: i don't know how to represent this but i'll put it in anyway. Could be some sort of acting or some D&D thing.

-FISHING: could also bring some food

-BIKE: if vehicles will ever be implemented, bicycles (or motocycles) will be a perfect fun based vehicle.

-MEDITATING AND YOGA
-READING AND WRITING BOOKS


Hope this will help you
#4
Ideas / Re: Tactical Combat AI
March 09, 2015, 05:53:26 AM
Quote from: Silvador on March 06, 2015, 12:08:56 PM
Quote from: b0rsuk on March 06, 2015, 08:38:25 AM
I think this is where Tynan Sylvester draws the line and will implement very little of it. Most people consider combat micromanagement fun. You're supposed to do everything manually. You have the pause button and as much time as you like. I think this would be solving the wrong problem, if there is a problem.

I agree. I think this is half the point of the pause and targeting commands on colonists. When you draft them, you take direct control. Tell them where to take cover and who to fire at. I, for one, would be very, very annoyed if this was removed from the game as I feel far more comfortable with this method. It gives me more control over the situation and when I fail I don't feel like it's just RNG giving me the finger.

Hey i didn't say that i want to remove the micromanageing of combat at all... i'm perfectly fine with what we already have...
I don't want to touch a thing about moving, cover, targeting either...
I just want to improve the dumb autotargeting system a little by making colonist (AND raiders) a little more smarter in their target selection...
This is not an autowin-movie-mode-draft-combat-button... micromanageing is and will be necessary even with the improvements that i suggest.
I'm sorry if you understand that i wanted to remove that aspect, i didn't mean that. Maybe use the scenario to start the topic was a bad choice to start the OP, but was only for help understand to what i want to improve...
I don't want to make the game easier, i want to make it more fluid, requiring less harsh micromanaging and pause in order to improve life quality, but not taking out the player responsability of a good fight.
I don't want a movie... but i don't want a final fantasy either...

Quote from: Darth Fool on March 06, 2015, 12:44:52 PM
Never the less, this would be an improvement in the raider's AI which would be welcome and make them a bit smarter and harder to trap with "stupid AI" exploits that take advantage of the current targeting system.
Quote from: b0rsuk on March 06, 2015, 01:10:56 PM
The OP pretty clearly complains about colonist AI, not raider AI. He's fine with 40 raiders acting as cannon fodder.

This improvement will improve both colonist AND raiders.
Raiders will choose positioning, covers and targeting by the pourpose of their weapons, using them (hopefully) more effectively.
Obviously if there are no cover behind them and you, they have no other choice beside run at you...
But if there is, they will choose the more effective one based on the effective range of their weapons.
Or they will try to focus more people at ones, distributing fire (and with that wounds and recover time) on all the colonists.
I'll also like if raiders will prioritize colonist instead of auto turrets if they can.
Maybe brawlers will attack powerlines if they pass over to can shut down turrets, that will be cool. They definetly need some way to break easily trough that monster killboxes... they should start use EMPs too...

Quote from: Mckee on March 06, 2015, 01:12:06 PM
Most our colonists aren't soldiers - I don't think they need to pick seperate targets or coordinate fire in a complex manner. For a sim/base building game, rimworld already has a fairly well done tactical combat side, with cover and all those other complex mechanics involved. I'm not sure, but a load of AI routines might slow that down. I'm quite happy with the defensive AI of colonists - they don't move, they find a target, and shoot. Given they're mostly sat behind cover engaging large mobs of enemies, it's totally sufficient. Snipers and the like, that maybe need a bit more thought in their aiming, can easily be managed by the player.

I think at Rimworld as a survival/sim game. Not a building one. The juice of this game is the event system that try to put on knees your colony.
Battles with raiders should be the most spettacular thing in the game... The improvements i thought are aimed to help the player enjoy battles, more like correcting colonist and issuing them direct orders, rather that act as a ant queen that tell every one what to do.
Also, this autoselection, occur only when a new target must be selected, so will not impact that much the game speed.
In the end, i want to make you notice that battles don't always occur behind your lines of turrets.
The games trow at you seigers and mind braking ships that in mid game must be taken care of sooner rather then later.
#5
Ideas / Tactical Combat AI
March 06, 2015, 05:05:38 AM
When you get raiders at your door in midgame and you still don't have your killbox in place, you have to defend your colony with the flash and teeth of your colonist against 30-40 raiders... What's the problem in this? Nothing, this is Rimworld after all...
But when i look at 40 raiders goes down the straight line of the corridor where u lined up all your colonist and defenses, one thing become immidiatly clear to me: colonist don't give a shit about tactics and target selecting... they go all straight for the closest one, shooting all concurrently at the same target in the worst scenarios... some colonists with long reload time like snipers and miniguns even waste time bouncing from target to target aiming for couple second before 7 or more companions shoot down their targets for them...  so from the 40 raiders at the beginning, 15 are shot down almost immidiatly after targeted and a storm of 25 get to close range unharmed, where my colonists with miniguns start shooting for good...
This makes battle a hell of micromanaging targets every half a seconds, in order to distribute efficiently the firepower along the frontline.

What i suggest are 2 solution to this problem, both good i think:
1) Combat AI improvement: When a colonist have to automatically designate a target, he start searching from the closest one. If this target is already targeted by another colonist, he go for the second closest one, if this also is targeted by another colonist he moves for a farther one and so on. If he didn't find a free target until his effective range, it will start again the search in the same way but now accepting targets already targeted by 1 other colonist, if at the end he still didn't find a fine target, then he start again searching for targets with 2 colonist already on it and so on.
Also if someone start shooting at a colonist, that colonist immidiatly prioritize shoot him back, provided that it's in range and he isn't attacching someone else prioritized in this way. Selfpreservation is a common thought in battles after all...
This improvements, should allow for a more effective distribution of the firepower along all targets, both from attacking and defending side of the battle. Battles will look like actual battles and not launch a wall of bullets to 1 unluky guy at a time.

2) Weapon specific targeting: the idea is simple, the automatic target selection is made upon the type of weapon the colonist are holding in their hands.
Rapid fire (pistols, SMGs, short range thrown weapons) - always closest target available
Mid range (turrets, rifles, short bows, javelins) - already attacking targets, if no one is attacking, closest target available
Long range (sniper rifles, long bows) - always farther target available
Heavy (minigun, rocketlaunchers) - always best armored target available
Explosives (granades) - farther under cover targets
This will allow players to customize their attack force in advance, planning for a distributed fire scheme or focusing on a determinated range of attack.
I can for example take 3 snipers for counter-sniper, 5 mid range people with rifles for interdict fire, 5 with SMG for rapidly stopping people that come too close, couple brawlers and another couple minigunner/granadier to shot down the tough ones.
#6
Quote from: Asfalto on March 04, 2015, 11:02:55 PM
PS: you should really redo all textures of Industrialization mod. Help eatKenny with his mod :D
lots of people still appreciate that mod, but i just can't use it because of it's completely non rimworld-like textures..
Industrialization have fine textures... sure is minimalist, but all in this game is like that... also, industrialization is more like our level technology... it have to be more crude than ultra fancy future sci-fi plasma disintegrator weapons...
#7
Quote from: rooki1 on March 03, 2015, 11:54:10 PM
Pros:
-Firepower, absolute firepower
I think u mean absolute  :)

Awesome work! really good looking and particular weapons!
May i suggest something to add from this point?
Granades and turrets, at least a light and an heavy one  ;)
#8
Ideas / Re: Repair of degraded items
February 26, 2015, 09:22:52 AM
Repair should be done on expenses of quality...

solution 1: everytime an object is repaired, it will recover all durability, but will lose some of the max durability based on the repairing skill. When the item reach 0% max durability the item is destroyed instead of being repaired.

solution 2: everytime an object is repaired, it will recover durability based on the repairing skill, but the quality of the item itself will be lowered by 1 becoming over time a less precious item, but still useful... once reached the lowest tier of quality the next repair attempt will destroy the item.
#9
Ideas / Creative mode / Map Editor
February 25, 2015, 08:36:57 AM
Basically, i suggest a creative mode where u could manually modify and save maps at will, placing and removing items, structures and natural stuff, unlocking resarch and edit events.
Then, start a new colony on that map.
This could open the creation of scenarios, easier/harder starts or also simply crating a test world where u could test stuff that are endgame with little effort.
#10
Brainstorm time!
1. Geotermal Heat Distribution System (a.k.a. GHDS). it's a new version of geogen that produce less power compared to the standard one, but u could generate heat with/or electrical power... it could have the power of *insert-number-here* industrial heaters, resulting in more efficient heat and power generation. The power generation could be fixed but i think it will be cooler (hehehe heat joke ^^) if it will produce less power accordingly to the heat generation active or not, heat on-less power, heat off-fullpower.
2. Fridges. Simple, a 2x1 machine that will keep for a relatively low power cost couple stacks of food always under 0 C. They may have also an internal battery to fight little power shortage.
3. Termal conservative doors. i noticed that anytime i open my fridge room, the temp goes suddendly up 1-2 C... it is kinda annoying... A specific heat conserving door i think is in order...
4. Central Thermal Control. This is a really advanced machine. When active it use a fair amount of power, but can regulate all other machine that alter temperature, shutting them off automatically when not needed instead of make them go low power mode.
5. Open/close vents. The ability to simply shut the vents to prevent their funcion when not needed.
6. Termal excursion dampeners. Those act like batteries for heat, they equalize with the current temperature really slowly releasing heat, or absorbing it, while doing so.
#11
Quote from: Igabod on February 19, 2015, 10:00:03 AM
I like all those ideas, but most of them seem way beyond my current skill level to implement. I might look into building the geothermal heater thing but can't promise it will be as advanced as you describe it. As for the vents, this mod doesn't include them at all, they are part of 2 other mods. And now there is even less need to include them since temperature now equalizes through walls, doors, floors, and roofs apparently.

Ups sorry... didn't know about the vents... i just picked up 2 modpack and sticked in my A8 client... i thought was yours ^^'
#12
I used a lot centralized industrial heaters in A8... i used a combo of 6 to regulate my whole mountain wide base temperature...
I'm glad u added also industrial cooler... i will also use them a lot in A9! My actually condition for keep my base cool during summer was 30+ cooler stacked togheter in 3 parallel rows, all pointing a separate corridor with a vent facing the outside... the vent corridors reach teperatures like 150-160 C°... this is really inefficient...
I really like the concept of the vents but they kinda didn't work properly... if u have a row of 3 rooms connected togheter with vents i noticed that if u put an heat source in the far left/right room, the room at the opposite side will struggle to equalize to the other 2... i don't know why this happen... i also tried to put multiple vents in opposite orientation, it seems it helped a little bit but the problem isn't solved... i'm missing something?
Thanks for the work anyway... this mod is essential ^^

Also... can i suggest couple ideas?
1. Geotermal Heat Distribution System (a.k.a. GHDS). it's a new version of geogen that produce less power compared to the standard one, but u could generate heat with/or electrical power... it could have the power of *insert-number-here* industrial heaters, resulting in more efficient heat and power generation. The power generation could be fixed but i think it will be cooler (hehehe heat joke ^^) if it will produce less power accordingly to the heat generation active or not, heat on-less power, heat off-fullpower.
2. Fridges. Simple, a 2x1 machine that will keep for a relatively low power cost couple stacks of food always under 0 C. They may have also an internal battery to fight little power shortage.
3. Termal conservative doors. i noticed that anytime i open my fridge room, the temp goes suddendly up 1-2 C... it is kinda annoying... A specific heat conserving door i think is in order...
4. Central Thermal Control. This is a really advanced machine. When active it use a fair amount of power, but can regulate all other machine that alter temperature, shutting them off automatically when not needed instead of make them go low power mode.
5. Open/close vents. The ability to simply shut the vents to prevent their funcion when not needed.
6. Termal excursion dampeners. Those act like batteries for heat, they equalize with the current temperature really slowly releasing heat, or absorbing it, while doing so.

Hope u like it ^^
#13
Ideas / Re: Robotics, Bionics and Brains (Oh, my)
February 17, 2015, 07:44:44 AM
Quote from: Skissor on February 17, 2015, 07:08:54 AM
Yes but it doesn't make sense for the game mechanic, since it would just prevent having any population loss, it's not about trying to explain it because it could be the future.

it doesn't make any sense for the game mechanic or it doesn't make any sense to the way you see the game mechanic?
This don't prevent population loss at all... people still dies exactly the same...
this will simply keep u healtly and efficient at the price of a huge amount of resarch, time, power and infrastructures...
it's simply progression into the ability to survive... it's like acquiring power armor for all the colony... there is no difference...
and anyway... u're talking about game mechanic that broke the game when raiders passby 15000 silver that i leave in front of the entrance of my invincible killbox machine...
#14
Ideas / Re: Robotics, Bionics and Brains (Oh, my)
February 17, 2015, 06:55:16 AM
Quote from: Skissor on February 17, 2015, 06:04:54 AM
People tend to hate every aspect of the game which leads to losing a colonist. There have to be scenarios where you lose colonists or where your colonists get weaker and get more scars. It adds drama to the game and when you get a headshot you usually don't recover from that, so the only way this will ever be resolved is by mods and it should stay with mods, because the base game would slowly be overrun by people who think every negative trait a colonist can get during a gameplay should be reversible.

If a colonist gets a head wound it should stay so, if a colonist wanders around because of a brain injury you should put him to sleep.

BUT there is a wonderful mod going around for the brain injury problem. Maybe someone can post the link?

If this was a modern times colonial game, i'll agree with u...
But this is Rimworld, 3500 years in the future, there are really hitech civilization out for space, even trascendent ones...
Given the biological engieneering and medical technology that they have, tranferring memories, recover bad wounds, biologically and mechanically alter the body shoudn't be much a problem...
Sure should be a late game ability, as the effort to come along all the needed resarch and equipment takes time, but i think that stands perfectly in the lore and thus in the game that such things exists not only in mods form.
#15
Ideas / Re: Zombies
February 17, 2015, 04:08:11 AM
Quote from: Coenmcj on February 16, 2015, 10:34:39 PM
The whole Zombies cliché doesn't fit in with the Rimworld lore, so you're more likely to see the mod revived than to see it in the base game. Sorry!

Tecnically they fits in the lore...
The lore specifies that the Ordo Historium report that any sort of biological manipulation was made in the universe, to animals, plants and especially humans... Even if not common as an atomic war, biological disaster due to a zombie virus IS a cause of catastrofic disaster... If a virus created the zombies, it's resonable to think that the virus could resist for a long time inert, maybe into animals as healthy carrier, maybe hybernated in the wait for a new hosts... the tribes may have learned how to avoid the zombies, and burn the bodies before the virus can activate... but the colonist do much more noise ^^