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Messages - DaGirrafeMan

#1
Ideas / Re: A18
July 04, 2017, 12:51:38 AM
I'm slightly craving for an update on the relationship / thoughts feature.  ;D I know that Rimworld isn't meant to be that type of game, but I'm really hoping for some more interactions between pawns. Like.. imagine if in the midst of a brawl between two abrasive colonists, one immobilizes the other. Or... possibly kills them? There'd be a wider range of story elements. The sense of trust should be added to the game. I'd also like some cute animations for these interactions. Like hugging, kissing, etc. Then again, I'm just a drama queen.   ;)

If we can't get that as a feature, I'm completely okay with it.  The direction of Rimworld is solid right now. Keep it up, honestly! Does anybody else agree with me? The game is meant to tell stories. That'd be a neat element. Then again.. still a drama queen!
#2
General Discussion / Re: A16 Hype
November 05, 2016, 03:53:57 PM
If that second screenshot is true to the bone, then I assume it'll have a very "Mount And Blade"-ish mechanic to it. Kind of like how the map works on there? Or maybe not, I could be going crazy. Either way, hype for this game is now real! Can't wait to play it. Let's hope he balances it well enough that I don't get that stupid temperature glitch. :(
#3
Ideas / Re: Multiplayer
August 09, 2016, 01:36:28 PM
That's kind of already happening with a recent mod. This mod is called "Phi," and it allows you to trade with colonists and even give away colonists in a SimCity-like experience. Proves that Tynan isn't the only expert with coding from this humble community. You need to try it out!  ;D
#4
Off-Topic / Re: Rimworld roleplay recruiting 2.0
June 15, 2016, 06:19:25 PM
Can I join?
#5
Off-Topic / Re: Count to 9000 before Tynan posts!
June 15, 2016, 06:18:01 PM
3559

:D
#6
Ideas / Re: Your Cheapest Ideas
June 12, 2016, 09:30:05 PM
I'm not that good as suggesting cheap ideas, but I'll give it a go! How about bear traps! If not that, then just enable the dead fall traps to take part in hunting.

I think that could probably take a day but I hope not.

Once again, I'm a rookie at this Rimwold stuff. And I'm a teenager, so my intellectual skills are pretty poor with programming skills.
#7
To tell you the truth, I even ran the game without any mods at all. The only thing I have in my mods folder is Community Library and Darkness Revamp, and Community Library mod is disabled at that. Pretty sure I tried it enabled too and it did the same thing. When the bright flash occurs, it stays for a couple of in-game hours. Even when it's on a clear day, it resumes the bug until morning. Mostly happens at 18h, then disappears at 1h. It's just real annoying to see a huge flash of white.
#8
Well it seems I'm having the same problem as gehennianviceroy, wit' that being the random flash of light during the middle of night. I can't tell if it's a bug, or if it has to do with something of our computer details. Could it be the driver?
#9
Hey, I got a question..? So in the middle of night, there will be a random flash of light coming from the darkness mod and It almost seemed like a non-stopping lightning bolt. Yet it didn't seem to add any reality to the darkness mod. It was different than usual? Should I take one of my mods off... I currently have Crash Landing and Hospitality. :d

Once again, complete newb at the game! :/
#10
Ideas / Re: Multiplayer
May 07, 2016, 12:47:21 AM
But the purpose of this game is the fact that it's a game with which the pause button is the most reliable feature. It allows you to relocate strategies and it allows you to take a break if things get too hectic! If you couldn't pause it, then what is the use of fast forwarding as well? With that being said, it would change from a colony story sim to being an RTS?
#11
Ideas / Re: Multiplayer
May 04, 2016, 10:42:20 PM
Guys, I'm new to this replying thing so please don't judge me if I do things differently. But I've loved this game for a while :). Ever since alpha 2, I've loathed it. Waiting for it to come out on steam. And here I am, in the ludeon community.

But anyways, would it be really hard to implement multiplayer? I mean, I guess with the time control buttons it would cause problems. Providing a "non-shitty" MP aspect would be difficult. Not just that, but keeping a well known balance between MP and SP. If MP doesn't work, why make it...

But let's say we were to have a story teller vs. Colonist mode. I feel like that would be a marvelous idea. It would fit in with Tynan's "story telling" requirements and with some cool downs for certain costs and such. You would be able to cast story events that could lead to the colonist's down fall or for the good. I could see it being an excellent idea.

Cost points: Raids, (there's even a point system if you look into development mode expressing how hard they could be) Eclipse, Solar Flares (Not so much points), Sieges, Manhunter packs, Toxic Fallouts

Gives: Colonists joining colony, Cargo Pods that are useful, Psychic Soothe,

And then you'd have some that would be kind of like a mixture of both. Like the "thrumbo" event, what would that be in?

Besides, we can already technically become a story teller if you count development mode! So why not putting a simple little game with your friends where it would be easy.


Once again, intrigued about this topic. It's an amazing idea, and I can't wait to see if Tynan gives any thought to it.

But multiple cells, as the man in one of the previous pages said, is not a bad idea either. Like multiple areas where colonists would be settling. Adding rogue like options or not? (Ya know, pvp.)

That's cool. If you have any opinion, please share so I can know things. Once again, I am not the best at rimworld. I just love the feeling of telling my family stories about the game. xD