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Messages - devin25486

#1
Ideas / Cell Phones :)
May 11, 2014, 12:45:40 PM
Ok I'm going to make this short and sweet. Doesn't anyone hate the fact that you have to travel all the way to your coms console to ask for backup? Well if the people have cellphones you can call them and ask. It's as simple as that XD (Phone can only be used by non-Tribal factions  and can only be used for backup not trades.
#2
Ideas / Vectors and other bad things :)
May 11, 2014, 12:37:24 PM
A vector is a carrier of a disease Ex.( A mosquito is a vector the the disease Malaria.) You might see where I'm going with this ;)

I was thinking you could add bugs and disease.
...
Ideas:
<Insect Plague: Locust descend on your crops once every 365 days and stay until every plant on the map is gone.

>Prevention: Research pesticide to spray on your crops. (Pesticide will need to be crafted or purchased via trader.)
...
<Disease Plague: An unknown disease will spread through your colony rendering it undefended and production less (Depending on the severity of course) there could be all kinds of disease like The Black Death, Spanish Flu, Measles, and even Necrosis (I think that's the technical term for a zombie disease XD)

>Prevention: Build massive walls around your colony (So that infected raiders and passers bys can't easily get to your colonist)
Pesticides can ward off disease carrying vectors and keep you safe.

~Solution: If you do get sick colonist you would have to do research to find the vector (or passer by/Raider that caused the plague) and then develop a cure. If a cure is inevitably too costy or time consuming, execution is always an option ;)
...

<Problem: With the wood that's coming in alpha 3 (or 4 I can't remember) it's bound to draw in termites so you'll have to treat your wood or it will rot and break or collapse.

>Solution: Either you can treat your wood or the higher level the builder that builds the wood makes the items less susceptible to the termites.
...
Well that's all I could think of thanks for reading ;)
#3
Ideas / A different approach on research :)
May 11, 2014, 12:11:40 PM
While I was reading the changelog I thought to myself, the most annoying thing about the game is having to start out not having anything researched. So why doesn't each character have something that they have learn so you don't have to research it and depending on the character the amount of items that you don't have to research increase.

Ex.(Fred the scientist has been researching to make more efficient and better power and was on his way to deliver a  report to his superiors when the ship he was on crashed. Well now your colony should already know how to make stuff like better batteries and certain power generating buildings)

Ex.(Joe the former slave has been forced to cut and refine rocks all his life. Being around the stone cutting machine for so long he learned how to take it apart in his free time and he knows every bit and bolt that needs to go into the machine. This means that he already knows how to build the stone cutting table without researching it.)

Ex.(Robbert was a carpenter when he was you and grew up on the same job, this means he already knows how to dose stuff that involves construction like laying down carpet, and not needing as many materials to build items.)

I could go on and on (I couldn't find a way to explain my ideas w/o being confusing so I did examples :P) But I hope you guys would implement this into the game, even if it's a separate game mode.
#4
Ideas / Creative mode :)
April 09, 2014, 03:23:20 PM
It's simple really, people don't like to wait to build massive structures, and accumulate colonist. So why not give people a mode where they can have creative power (I know there is a dev mode in game) And maybe while you're in creative mode you can customize characters to look how you want them to (This would be great for role playing) Any other ideas why or how this should be implemented?
#5
Quote from: FtDLulz on April 07, 2014, 10:39:04 PM
I'm pretty excited for a public release too. If you ever want to see if any bugs are still in the system, check http://ludeon.com/mantis/view_all_bug_page.php
Thanks for the page :D That helps on seeing what's currently on their agenda :)
#6
Quote from: porcupine on April 07, 2014, 10:40:10 PM
Quote from: devin25486 on April 07, 2014, 10:35:35 PM
I have been following the change log for the entirety of last month and this one too. Believe me when I say that he has added a lot of content! I would like to have alpha 3 released within this time period because I think the game would do just fine for this month and there's a good bit of content to last us until next month. This is why I think he should totally release the next alpha (Unless there are any game breaking bugs that we would have to deal with) The other thing is that we are already 1/4 of the way through the month (Aprox). Well this is just a suggestion and I want to know if you agree or not?

"Dear Tynan,

Please release Alpha 3 in time for the weekend so I can play.  Here's some inspirational drivel."


Sound about right? :)
Yep that's about right XD I'm on spring break starting this Friday so I would like to have a Rim World marathon :D
#7
I have been following the change log for the entirety of last month and this one too. Believe me when I say that he has added a lot of content! I would like to have alpha 3 released within this time period because I think the game would do just fine for this month and there's a good bit of content to last us until next month. This is why I think he should totally release the next alpha (Unless there are any game breaking bugs that we would have to deal with) The other thing is that we are already 1/4 of the way through the month (Aprox). Well this is just a suggestion and I want to know if you agree or not?
#8
General Discussion / Re: Can anyone do better???
March 29, 2014, 04:46:00 PM
Quote from: ShadowTani on March 29, 2014, 04:00:05 PM
Actually, a 3x3 bedroom do give the cramped interior debuff, which is a -10 debuff that is persistent during sleep (unlike darkness and environment moodifiers - meaning lamps and plants are in theory wasted on a bedroom).

A community bedroom will on the other hand give a total penalty of -3 when the spacious interior buff and shared bedroom debuff is combined. However, the interior size moodifier will only last while you stay in the bedroom while the shared bedroom debuff will last throughout the work day which is more undesirable; this is because it's during labor the colonists are at an actual risk of having mental breaks as refilling their needs, such as hunger and sleep, also refills happiness and thus reduce, if not eliminate, any such risk.

So that people chose the community bedroom solution is not really ideal.. I'm guessing they don't have a throughout enough understanding of the moodifiers or believe it's a more efficient solution for having an oversized population - however, I would argue in the case of setting up bedrooms for a larger population it could actually be more beneficial and just as efficient to make 1x2 bedrooms for everyone rather than community bedrooms.

I admittedly haven't thoroughly tested the 1x2 bedroom solution myself yet though because I never go over 20 colonists anyway and thus haven't had a need to be greedy with the bedroom space - so take that as theoretical for now. I will try with that solution for my next colony. :3

PS: I do know how modifier is spelled, I'm just being puny with "mood modifier".
XD like I said... I had ran out of room and could not fit in anyone else XDDD
#9
General Discussion / Re: Can anyone do better???
March 29, 2014, 02:40:16 PM
Quote from: Ender on March 29, 2014, 02:08:49 PM
something I have noticed all around the forum is, and you have done it here too, community bed room, personally, i NEVER employ that method, not once, bar the fact that you start with beds together. Every single one of my colonists get his own personal bedroom. sure its only a 3x3 but thats big enough for no de-buffs. so basically i was wondering why so many people do community bedrooms, you?
Well if you noticed I started out w/ building personal colonist homes but I ran out of room if you can tell XDDD
#10
General Discussion / Can anyone do better???
March 28, 2014, 11:58:40 PM
Well, I feel pretty proud of myself XD I just made it to day 223!!! ON RANDY RANDOM!!! I decided that I want to play w/ new mods and that I'm bored of this world, so I'm letting it slowly fall apart XDDD Here's so screen pics!!

I have my colony that I ran out of space for more things XD and I have my great confusion wall of Wego (AKA my colony) I never got to finish it because of it being so far away from my colony most my peps went insane XDDD ( I hope that they buffer the mental break meter next patch)

[attachment deleted by admin: too old]
#11
Quote from: Architect on March 28, 2014, 06:48:57 PM
Quote from: devin25486 on March 28, 2014, 06:46:53 PM
:'( I need to know what to do once I've gotten to the listed mod folder so that I can enable/disable mods... but I don't know what to do from there... I thought it would be like switching from <False> to <True> But it's not... so can someone help me pleaz???

change it to look like this:
<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <activeMods>
    <li>Core</li>
    <li>Name of mod 1</li>
    <li>Name of mod 2</li>
  </activeMods>
</ModsConfigData>

Thx... urs helps more than tynan's XDDD Srry Tynan XDDD
#12
Ideas / Different Zone Ideas
March 28, 2014, 11:42:15 PM
Alright... I have been playing this game off and on since the beta... I would like to see zones such as

1. Cleaning, so you're people can clean areas around the map w/o trying to put out every fire.

2. Red alert zone, It something like your colonist can't go passed a certain barrier (Invisible of course) and (If you wana get fancy... there could be a thing that puts your colonist at certain firing positions when raiders starts coming... (That's when red alert activates) and the abilities that they could do is switched to certain settings you need random colonist to do while the raid takes place.

3. I can't think of a 3rd atm XDDD any suggestions???
#13
:'( I need to know what to do once I've gotten to the listed mod folder so that I can enable/disable mods... but I don't know what to do from there... I thought it would be like switching from <False> to <True> But it's not... so can someone help me pleaz???
#14
Ideas / Re: New Content Ideas
March 28, 2014, 05:18:04 PM
Quote from: ITypedThis on March 28, 2014, 05:06:26 PM
Quote from: devin25486 on March 28, 2014, 02:57:05 PMThumbs up for covincing you XDDD

Haha! Thumbs up to you for the great idea. :)
:D Now if we can get Tynan to see this!!!
#15
General Discussion / Re: How would multiplayer work?
March 28, 2014, 05:17:00 PM
Quote from: Tynan on March 28, 2014, 03:42:05 PM
It would be co-op, and it would not really work with a random stranger. This kind of MP is for playing between friends, ideally with voice chat or in the same room.
Would they have equal power over all the colonist or would there be three colonist for each co-op member playing? (It would kinda be cool to have a toggle switch for both)

Would they get all the same resources? Would raiders be doubly stacked for the more colonist? What other questions might I have??? XDDD