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Messages - renwold

#1
Video / Re: RimWorld Series #2 - DANGER SECTOR Z!
April 25, 2014, 01:59:15 AM
Hey guys!

The final episodes, Parts 13 and 14, of Danger Sector Z are now up! That brings Series 2 to a close for now. You can find all of the episodes above!

I'm taking a hiatus from RimWorld for now, but in all likelihood I'll return with Alpha 4 gameplay in the future (or a modded playthrough)! And of course, I'll continue to troll these forums in the meantime.

Thanks for watching everyone! I'll see you next time!
#2
General Discussion / Re: Alpha 4
April 23, 2014, 09:55:23 AM
I think you guys are setting unrealistic expectations for getting A4 out - the last patch for A3 just released less than two weeks ago and he's going to be on vacation for half of next month. One month to get A4 finished, tested, and released is really pushing the envelope - let the man have his rest!
#3
General Discussion / Re: Alpha 4
April 23, 2014, 01:52:23 AM
Quote from: ItchyFlea on April 23, 2014, 01:39:22 AM
Quote from: Tynan on April 22, 2014, 09:05:23 PM
I'm going to Europe for half of May (holiday) so it may actually be in June.
Wait, are you saying you're a real human being and not some kind of robot that sits in a darkened room programming all day long?!

Hey now, he never said THAT!  :P
#4
General Discussion / Re: Alpha 4
April 22, 2014, 11:05:24 PM
Also, didn't A3 JUST come out? I think 'June' is pretty exciting considering the gap between earlier versions (though I know a lot of back-end work was done to delay those)
#5
Video / Re: RimWorld Series #2 - DANGER SECTOR Z!
April 22, 2014, 12:12:43 PM
Hey everyone! We're up to episode 12 now of Danger Sector Z and are rapidly approaching the finale! There have been a lot of ups and downs. There's been drama, there's been romance, there's been... leprosy.

Find your episode in the post above, or check out the full playlist HERE!
#6
General Discussion / Re: The Big Patch Notes Topic
April 21, 2014, 04:15:55 PM
Quote from: Tynan on April 21, 2014, 02:43:25 PM
Mapgen will get more variation but it will be based on choosing a landing site on an overworld map, not moving sliders.

Kind of like a terrestrial version of the Spacebase DF-9 star chart? (I'm making an assumption that you've played every game in remotely the same genre lol)
#7
Having a violence threshold for individual colonists would be really interesting, so a new or inexperienced colonist could instantly lose her mind if things went south, while the battle-hardened veterans wouldn't even blink. You could even have something like a chance of developing PTSD which could cause issues during peacetime, like a debuff that goes up for time out of combat which would mean non-combat setbacks like power outages could set them off.
#8
Or the ever-popular "Tips and Tricks"
#9
Holy cow this will become standard in all future colonies, THANK YOU <3
#10
General Discussion / Re: Edge of the map trouble
April 19, 2014, 03:29:05 PM
I think the problem with having the edges of the map be invisible to players is that you then lose the visual feedback of where the events are beginning. And in the case of attacks, if your base is up against the border of the map, you'll be getting attacked without being able to see the attackers.
#11
General Discussion / Re: Edge of the map trouble
April 19, 2014, 01:15:49 AM
Quote from: Tynan on April 19, 2014, 12:54:17 AM
Another useful adaptation may be removing the barrier on sides of the map totally covered by mountain.

That would be pretty intuitive!

... UNLESS you decided to add some sort of subterranean threat. And maybe give raiders some kind of special gun to quickly blast some rock. JUST BRAINSTORMING HERE COUGH COUGH
#12
General Discussion / Re: Edge of the map trouble
April 19, 2014, 12:52:02 AM
Yep, people will definitely adapt. I think the biggest issue is just that - without a visible cue - people may invest time building a colony up against the barrier before finding their entire plan is invalid. But even then it's not a huge issue, and with a border on the way all will be well  ;D
#13
General Discussion / Re: plants vs raiders?
April 18, 2014, 12:28:31 PM
Quote from: Tynan on April 17, 2014, 10:47:38 PM

... I have thought of being able to grow dangerous cactus or sticky plants that could actually hurt people. Or have them encroach on the colony...

Both of those are incredible ideas and could very reasonably coexist. Yes please <3
#14
Quote from: ShadowTani on April 18, 2014, 07:50:28 AM
And well, I agree it would be cool to see raiders actually having a goal with their raids sometimes, such as trying to raid your silver, or kidnap or assassinate a specific colonist or something.

So much this. Raiders wouldn't have any need to risk life and limb just to murder everyone especially when your forces are evenly matched, plus it makes sense from their perspective NOT to wipe out colonies because presumably they aren't living a peaceful and prosperous life themselves, so keeping weak colonies around to strong arm them for supplies would make sense from a pirate perspective.

And then, you know, when they inevitably show up with double your number later on in the game, maybe they decide to clean house and take over  :P
#15
Help / Re: Removeing events
April 18, 2014, 12:20:49 PM
Quote from: Plasmatic on April 18, 2014, 12:18:07 PM
Quote from: Avsnoopy on April 18, 2014, 11:52:03 AM
I was playing rimworld today, and things were going good. But ALL OF A SUDDEN everything is on fire. I looked in the corner and sure enough, Raiders... They dropped on top of me, and lit everything ablaze. We frantically fought the raiders as the base hopelessly burned to the ground. So, i'm wondering, How do i disable that from happening? I don't mind raids, I just hate how they drop on top of you. I also hate solar flares with a passion.

EDIT: I think this actually belongs in modding, Oops.

This is easily fixed with A3. in your Rimworld folder find the mods folder and the core folder, inside that you should find a folder called "Defs" inside that "IncidentDefs", Open "BaseIncidents" in your favorite text editor (I recommend Notepad++) and find the Incidents you want to avoid, or decrease the riks/chance of.

more coming...

This is great to know! I don't mind having my colony pummeled into the ground but I think I had four or five short circuits in a row at one point and I can see that getting very old  :P