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Messages - sgallaty

#1
Ideas / Re: Your Cheapest Ideas
August 01, 2016, 01:01:48 AM
Quote from: Mikeboy on July 31, 2016, 05:15:21 PM
So I've always thought RimWorld could do with greater variety than the colonist-tribe duality, given that in its lore there's a huge spread of technological advancement, and it occurred to me while playing with the scenario editor that it would be relatively easy to add a medieval factiontype, as most of the stuff it would use is largely already in the game.

The items (bar perhaps armour, though that's not essential) are already in:
Steel gladius, longsword, mace and knife.
Greatbows and shortbows.
Clothes made out of animal leather and wool.

The technologies:
Carpetmaking, Brewing, Smithing, Complex clothing, and Stonecutting

And the character backstories (which already include many explicit mentions of medieval societies):
House servant, Torturer, Blacksmith, Ranch owner, Pit brawler, Courtesean, Sailor, Assassin, Jailbird, Taster, Message carrier , Sculptor, Medieval farm oaf, Medieval lord, Medieval minstrel, Medieval doctor.

This has already been modded in, and I am currently playing a medieval (iron age) game.  I utilize captured weapons on manual turrets only, and my soldiers equip molotovs but not grenades.  I have a captured artillery but no way to build them myself.

I use :

Medieval Shields  (melee shields that use melee skill)
Selling prisoners w/no guilt.
Medieval Times
Modular Tables
Misc training (for training dummies)
Expanded Prosthetics (for crude prosthetics)
Prisoner Harvesting
NoMoreLazyPawns
Stonecutting Tweak
Misc Objects (for turret weapon base)
MilderWaves (so that heatwaves don't kill my whole colony)

So far so good.  It's going about how you would expect.

#2
Ideas / Re: Your Cheapest Ideas
July 31, 2016, 02:08:28 PM
1) Tiles under 'thick roofs (rooves?) should provide a constant temperature offset.  Essentially a thermal source gently radiating 62 degrees F.


2) All forges, smelters etc. should radiate a moderate amount of heat.  If built under thick roofs they should radiate an extreme amount of heat (no exhaust to outside)

3) wood fired smelter that melts down weapons and slag. 

4) structures should have a damage threshhold.  prisoners (and animals) should not be chewing and punching their way through steel.

5) warden skill has a chance to impart 'spirit broken' to prisoners which prevents them from acting up, if the warden interacts with them when they are disabled. 

6) new item, shackles.  disables prisoner.  causes mood.