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Messages - ironstar

#1
General Discussion / Most "realistic" difficulty?
December 19, 2017, 05:25:48 AM
If we were surviving on the Rimworlds for realsies, which difficulty do you think would be most realistic?

Personally, I think Extreme is a little TOO brutal. It assumes enemy factions sadistically have it out for you, personally, and will send out their best and brightest JUST to harass and hurt you. But that doesn't seem right. I think Rough or Intense is more accurate to real-world survival.

But maybe I'm wrong. Maybe real life is even crazier than Extreme. What do you guys think?
#2
Bugs / [A14] right-clicking inputs multiple times
July 16, 2016, 05:51:46 PM
1. What the circumstances were.
everywhere. this happens almost every time I right-click on anything.

2. What happened.
when I right-click on something and pop up a menu, the game usually acts like I've right-clicked twice, and puts the menu away. this bug also works vice-versa: if I already have a menu up and right-click again to dispel it, the game often right-clicks again which brings the menu back. this happens whether I click on an object to interact with it, or when I click on nothing to toggle the Architect menu.

3. What you expected to happen.
I should right-click once, and the game responds as if I've right-clicked once. it shouldn't believe I've clicked more times than I actually have. I know this sounds shockingly obvious, but I don't mean to sound at all rude, and I'm sorry if I come across that way.

4. Steps we can follow to make the bug appear on our machine.
this happens about 75% of the time. no setup necessary. assuming my computer (or myself) hasn't gone crazy, anyone with build 1234 should encounter this bug pretty regularly.
#3
the same bug happens if a colonist is in a cryptosleep casket. the camera will orient on them, but they will have the same description.
#4
General Discussion / Re: Void gods?
April 12, 2016, 08:26:13 PM
Lore-wise, I'm not sure what sense it makes for hyperadvanced beings to exist in the Rimworld universe. I thought Transcendent civilizations were the apex of possible technological progress, and they had no interest in things beyond their planet.
#5
Ideas / Re: Visible Roofs
December 12, 2015, 04:01:35 PM
I've seen plenty of people (including myself!) who didn't notice when a roof was auto-constructed, and didn't understand why crops that used to be growing just fine suddenly died. turns out, sunlight is important. so I agree with this feature being put in the game. it might look nice, and it might just save someone's colony.
#6
Ideas / Re: Multiplayer, but not as you think.
December 01, 2015, 04:59:16 PM
yeah, this does sound pretty great! I don't know if I'd buy it if it was a DLC, but I might. Rimworld combat is a ton of fun.

there's another mode we might enjoy: fortress survival. one team starts with resources in a strategic location, while the other team(s) start with more weapons and more pawns. can the builder team make a clever enough defense to survive the onslaught? that's a mode I'd personally love to play.

the biggest problem with developing this is that client service is hard. coding a multiplayer mode is difficult in itself, but it may require large parts of the base game to be rewritten to let things work. I don't see Tynan being able to juggle adding multiplayer and adding new content at the same time. maybe if it was some sort of community project...
#7
yeah, I was curious about this too. at least the question was phrased kindly enough so there's only one answer no matter what color combination scheme you use.
#8
Ideas / Re: Medieval Factions
November 29, 2015, 07:26:41 PM
Quote from: cultist on October 31, 2015, 08:40:55 AM
One important detail about the Rimwold universe is that FTL travel does not exist (yet).
*unnecessary thread bump*

that's another lore question I've been wondering about. according to the fiction primer, physicists spent "thousands of years of study" on the subject. did they determine that FTL was conclusively impossible, or just hopelessly impractical? I know in WH40K, humanity doesn't discover the Warp for nearly sixteen thousand years, so maybe the same will apply to the humans in Rimworld?

I hear transcendent worlds have technology unfathomable to human minds. is it possible that the people on these worlds have found a way to make FTL work, but they don't have a use for it anymore? or, again, is FTL conclusively impossible and not even transcendent worlds can change this fact?
#9
General Discussion / Re: If Rimworld had imagination
November 28, 2015, 02:07:53 AM
as others have brought up, the help files say there is a lot of animal diversity thanks to genetic experimentation. but we only ever see modified creatures with Earthly ancestry. this makes me wonder: are there any alien lifeforms in Rimworld so far? is there life that can't ultimately be traced back to Earth?
#10
Ideas / Changes to morale?
October 29, 2015, 08:11:38 PM
first post!

I was having some idle thoughts about the morale system in raids. as I see it, if enough raid members die (or if the raid takes enough damage), the whole raid breaks off their attack. I think it's a little silly that they would be so coordinated, and I think we could play with the system a bit more. so here's my not-so-well-thought-out suggestion:

if a person sees an ally die within x tiles, he has a 30% chance of getting the buff Adrenaline Rush, a 30% chance of getting the debuff Horrified, and a 40% chance of no mood change. these two moodlets stack, and do not overwrite each other.

  • Adrenaline Rush: You attack 10% faster and are 10% more accurate. Lasts until the end of combat. Stacks up to three times.
  • Horrified: You deal 10% less damage and move 10% slower. Lasts until the end of combat. Stacks up to four times. On the fourth stack, you become Broken and flee from the battle.
this changed moral system makes tribal horde raids a bit less of a threat so long as the player can kill tribe members quickly. think of it as a shock-and-awe campaign against cavemen. with enough firepower, if course they're gonna get scared and run away no matter how many bodies they have. I'm hoping that if well-trained and well-equipped colonists can make short work of tribe members one at a time, they'll be just as effective as a traditional killbox because of this morale system. a few guys wrapped in power armor and killing everyone around you with charge rifles would be downright terrifying! and I'm not a primitive tribesperson!

we can play with this system for a bit more fun:

  • Stalwart (trait): Combat forges bonds in you that are stronger than friendship, family, or even death itself. Upon seeing an ally's death, you have a 40% chance of getting Adrenaline Rush and a 20% chance of getting Horrified.
  • Heroic (trait): You would never willingly flee from combat while your allies depended on you. Upon seeing an ally's death, you have a 35% chance of getting Adrenaline Rush and a 25% chance of getting Horrified.
  • Timid (trait): The prospect of combat is frightening, but even worse is the thought of seeing your allies succumb to their wounds around you. Upon seeing an ally's death, you have a 25% chance of getting Adrenaline Rush and a 35% chance of getting Horrified.
  • Cowardly (trait): To you, combat is downright terrifying, and watching someone you know die would destroy your willpower. Upon seeing an ally's death, you have a 20% chance of getting Adrenaline Rush and a 40% chance of getting Horrified.
  • Fear Suppressor: This body part (Brain) increases the chance of Adrenaline Rush by 10 percentage points, and decreases the chance of Horrified by 10 percentage points.

changing the morale system like this might not add much to the game. it might even make things a lot worse. this is just a fun thought I had one day. thanks for reading!