I like the idea but isn't plant warfare on a completely different timescale than the rest of the game?
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#2
General Discussion / Re: Are updates going to be monthly?
February 07, 2014, 08:49:12 AMQuote from: Tynan on February 05, 2014, 04:45:42 PM
people to jump down my throat if one version happens to take a bit longer or I get sick or something.
If things like this actually still happen in our modern time, for what it's worth, you have my permission to take a months vacation. Just to annoy those kinds of people even more...
#3
General Discussion / Re: Honest confession of a pirate.
January 19, 2014, 03:58:22 PM
I'm not ashamed to admit pirating some games, including this one.
With so many games now a day's fighting over players. And "early access" taking over demos I personally feel I am not committing any crime by getting a good look at a game before I throw precious money at it.
I found it absolutely worth the price and forked over the lowest tier price. (I believe it was called "influencer" but I can't seem to find it anymore.) Then noticing I misread and wasn't getting my legal copy for a while. I actually went out of my way to ask Tynan for an upgrade of my tier.
This is where karma really shines bright. I was simply given the higher tier with a note to "send the $10 sometime".
I was completely shocked at this and immediately got to it of course. But the trust shown by Tynan to a complete stranger that simply wants to enjoy a video game he is making is...amazing. I nearly wanted to actually write a full letter of gratitude and mail it. But i figured it would get lost among the piles of other fan-mail he must be getting!
YouTube let me discover this game. Piracy let me try it out. Tynan gave me the experience of feeling appreciated by a developer instead of the other way around. And I wouldn't want that to have happened any other way!
With so many games now a day's fighting over players. And "early access" taking over demos I personally feel I am not committing any crime by getting a good look at a game before I throw precious money at it.
I found it absolutely worth the price and forked over the lowest tier price. (I believe it was called "influencer" but I can't seem to find it anymore.) Then noticing I misread and wasn't getting my legal copy for a while. I actually went out of my way to ask Tynan for an upgrade of my tier.
This is where karma really shines bright. I was simply given the higher tier with a note to "send the $10 sometime".
I was completely shocked at this and immediately got to it of course. But the trust shown by Tynan to a complete stranger that simply wants to enjoy a video game he is making is...amazing. I nearly wanted to actually write a full letter of gratitude and mail it. But i figured it would get lost among the piles of other fan-mail he must be getting!
YouTube let me discover this game. Piracy let me try it out. Tynan gave me the experience of feeling appreciated by a developer instead of the other way around. And I wouldn't want that to have happened any other way!
#4
Ideas / Re: Mod Forum
November 13, 2013, 05:43:29 PMQuote from: Galileus on November 13, 2013, 07:18:58 AM
Started that already...
Not that I don't appreciate the effort but: Thread /= Sub Forum
A sub forum would contain other threads, of people asking for modding help, or to share modding ideas and guides on how they already created a mod. Since Tynan already stated he would like to know this himself since there are no modding hooks yet. This can't possible all be done inside 1 thread, it will need a Sub Forum.
#5
Ideas / Re: Mod Forum
November 13, 2013, 07:10:29 AM
Perhaps a sub forum for instructions on how people did things would be nice.
I know how to work with XML files just fine, but much more then that i start to question myself.
I'm not asking for massive guides for something that isn't even officially supported yet. But it would give people that have crazy ideas a little nudge to try and work their idea's out before suggestion them. If we could get a little help.
I would love to give my shy lamp or the Dire Boommuffallo's idea a shot to see how much fun it would add for myself without bogging down developers.
I know how to work with XML files just fine, but much more then that i start to question myself.
I'm not asking for massive guides for something that isn't even officially supported yet. But it would give people that have crazy ideas a little nudge to try and work their idea's out before suggestion them. If we could get a little help.
I would love to give my shy lamp or the Dire Boommuffallo's idea a shot to see how much fun it would add for myself without bogging down developers.
#6
Ideas / Re: Proposal to fix the story loophole
November 12, 2013, 10:37:15 AM
I still feel the colonists shouldn't even want to leave. With all the raiders and slave traders going around. I wouldn't trust any ship that would just let me hitch a ride back to my home town. The people that pickup the hitchhikers could be just as dangerous as the hitchhikers themselves..
Also sometimes colonists break down and "give up" which just causes them to walk to the edge of the map. And then i assume disappear. But so far i have imprisoned each one trying to "escape". Doesn't this maybe hint that there already is something else out there? And they just maybe don't want to go?
Events as they happen currently really seem to tell the story quite well already. Slavers and Raiders everywhere in space, and if colonists give up, they go somewhere else.
Also sometimes colonists break down and "give up" which just causes them to walk to the edge of the map. And then i assume disappear. But so far i have imprisoned each one trying to "escape". Doesn't this maybe hint that there already is something else out there? And they just maybe don't want to go?
Events as they happen currently really seem to tell the story quite well already. Slavers and Raiders everywhere in space, and if colonists give up, they go somewhere else.
#7
Ideas / Re: Abandon "Research"
November 12, 2013, 10:21:00 AMQuote from: Nemo on November 11, 2013, 06:27:17 PM
until you have all the data
I guess this bit threw me off then.
I'll take your word for it that it wont work as it is now. But i need to look this up sometime because i could swear quantum entanglement worked. One particle inversely affects the other particle and is thus not hard to understand at all. I can't wrap my head around why there still needs to be light speed restricted information flow outside of the particles? Are you saying without actually seeing particle A you can't read particle B's state? If that is the case the whole concept is pretty broken...
#8
Ideas / Re: The many-guns problem
November 12, 2013, 05:41:24 AM
Having read only the first page:
I think melting down weapons should be a last ditch effort to reduce stocks. Having a better storage system would reduce the annoyance of having hundreds of weapons that you could still potentially sell.
Also perhaps consider that the planet and environment seem very hostile to the fine machinery that is a gun. Without proper maintenance I suppose a gun would breakdown in a matter of weeks if not days. So perhaps keeping guns for spare parts that get used up to maintain/repair other weapons could work too.
Parts and broken weapons could also affect trading and economy though. So there is probably a larger side to the idea than I can currently see.
I think melting down weapons should be a last ditch effort to reduce stocks. Having a better storage system would reduce the annoyance of having hundreds of weapons that you could still potentially sell.
Also perhaps consider that the planet and environment seem very hostile to the fine machinery that is a gun. Without proper maintenance I suppose a gun would breakdown in a matter of weeks if not days. So perhaps keeping guns for spare parts that get used up to maintain/repair other weapons could work too.
Parts and broken weapons could also affect trading and economy though. So there is probably a larger side to the idea than I can currently see.
#9
Ideas / Re: Serious Sammy
November 12, 2013, 03:41:19 AM
It sounds like a fun idea!
Sounds more like Survival Sammy than Serious Sammy though
Sounds more like Survival Sammy than Serious Sammy though

#10
Ideas / Re: My proposal for the turret problem.
November 12, 2013, 03:09:14 AM
Ok, I get it now. I got too hung up on the word "problem". Basically this is rescue effort to save the turret.
I can sort of agree to it, although i do feel using them as it is now is way too easy. I think some simple small changes could make a huge difference. How about this?
Firstly, make the turret smaller. If it is going to be this weak it should only have to be 1 square, since that octagonal concrete base isn't doing much it seems.
Give it a much shorter range. So it can be used near doors or around corners. This will keep them useful for people that wish to make elaborate defenses. Which isn't a bad thing i think. Who wouldn't (try to) build really strong defenses for a colony you made after you crashed on a completely alien world. It should be full of danger and defense is highly important. But it will also prevent giant lines of turrets lining the walls outside bases since their range would not work.
Make it use up 10 maybe even 100 times more power. (This is simply to reduce the amount you can run.) Because keep in mind we have people making gigantic battery banks. So making the turrets cost super much power. To the point where you MUST have batteries because they will use more than you are generating. That would change the game play a lot too I think.
To justify this power use there can be a whole string of nifty visual changes. Make the "gun" part look bigger. Give it a bit of a spotlight in the dark. (This might need a bit of an AI to stop them staring at walls all the time. Or perhaps limit the turret to a 130 degree vision range and make it so we have to turn the turrets the right way when placing them.) Throw in a fancy red targeting laser. And maybe some light humming sounds as it operates and/or turns.
For me this would make me use the turrets less around my base. Especially early on, due to lack of battery banks. And probably only at the main entrance later on. But in return I -would- feel a lot more safe around them. Kind of feel they are capable of something.
I can sort of agree to it, although i do feel using them as it is now is way too easy. I think some simple small changes could make a huge difference. How about this?
Firstly, make the turret smaller. If it is going to be this weak it should only have to be 1 square, since that octagonal concrete base isn't doing much it seems.
Give it a much shorter range. So it can be used near doors or around corners. This will keep them useful for people that wish to make elaborate defenses. Which isn't a bad thing i think. Who wouldn't (try to) build really strong defenses for a colony you made after you crashed on a completely alien world. It should be full of danger and defense is highly important. But it will also prevent giant lines of turrets lining the walls outside bases since their range would not work.
Make it use up 10 maybe even 100 times more power. (This is simply to reduce the amount you can run.) Because keep in mind we have people making gigantic battery banks. So making the turrets cost super much power. To the point where you MUST have batteries because they will use more than you are generating. That would change the game play a lot too I think.
To justify this power use there can be a whole string of nifty visual changes. Make the "gun" part look bigger. Give it a bit of a spotlight in the dark. (This might need a bit of an AI to stop them staring at walls all the time. Or perhaps limit the turret to a 130 degree vision range and make it so we have to turn the turrets the right way when placing them.) Throw in a fancy red targeting laser. And maybe some light humming sounds as it operates and/or turns.
For me this would make me use the turrets less around my base. Especially early on, due to lack of battery banks. And probably only at the main entrance later on. But in return I -would- feel a lot more safe around them. Kind of feel they are capable of something.
#11
Ideas / Re: Abandon "Research"
November 12, 2013, 02:47:02 AMQuote from: Nemo on November 11, 2013, 06:27:17 PM
NB: data = 0110000101110100 or information = half of the binary of the word 'data' but you wouldn't know that until you have all the data
Exactly! And this is why it would still take time to download/decode the information that is being sent. So all the knowledge already exists. But you still can't access it all instantly at the beginning of the game.
#12
Ideas / Re: The Research
November 11, 2013, 04:35:12 PM
Although i just started a thread about removing the word "research" altogether from the game.
If there will be some form of research done, don't let it be things like accuracy, mining speed and those kind of things. Those should be increased from frequent use and/or training. Let the research be unlocking new buildings or things like that.
If there will be some form of research done, don't let it be things like accuracy, mining speed and those kind of things. Those should be increased from frequent use and/or training. Let the research be unlocking new buildings or things like that.
#13
Ideas / Re: Abandon "Research"
November 11, 2013, 04:24:40 PMQuote from: Galileus on November 11, 2013, 04:13:57 PM
Also, the part with "re-gaining knowledge" is already in, as was stated before. It's recreation and not invention here, while wording could be better than "research" indeed.
-This- is a curve ball that I like. Acknowledgement that "Research" is the part that is wrong here. Be it just the word or the entire process.
And if they are 3 survivors of a passenger ship, they are really messed up to have "New colony optimism" at the beginning. They should be mortified that they are the only 3 survivors.

Either way, my point got across. Although it through a lot of hoops again.
@DaveStrider: If you are referring to the fact that quantum properties change when they are observed. Researchers used quantum entanglement to prove the existence of the first quantum computer I believe. Meaning they had to observe the entanglement. I don't know exactly how. But they seemed quite proud about it.
#14
Ideas / Re: Other AI Colonies
November 11, 2013, 04:11:17 PM
Having other AI bases would definitely open up potential for interesting events.
However it would put a serious dent in any feeling of being stranded.
Perhaps limit it to nomadic caravans?
However it would put a serious dent in any feeling of being stranded.
Perhaps limit it to nomadic caravans?
#15
Ideas / Re: Abandon "Research"
November 11, 2013, 04:00:09 PMQuote from: Galileus on November 11, 2013, 03:36:27 PM
About rim worlds in Firefly:
*snip*
So you're throwing me another "Timey Wimey" ball telling me not to get too realistic..
But you see my issue isn't with Technology and power. It's with the knowledge part of the process.
Just because people ride horseback, farm and don't use many electrical devices. That is down to the cost. Not lack of knowledge. That might happen over a few generation of living on a RimWorld. But we just crashed, our knowledge should still be fresh. So sure make using the particle accelerated snow cone machine super expensive in use and operation. But even little space kids should know about it without having to "research" it.
Quote from: Wopian on November 11, 2013, 03:52:00 PM
Building an antena to download data from homeplanet seems a bit of a hitand miss though. You're on a rimworld, possibly thousands of lightyears away. It'll just be unrealistic to do.
This is where the quantum mechanics shine. We already have the technology now, and we aren't close to colonizing rimworlds. It is only natural to think a civilization that does also understands quantum mechanics?