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Messages - bullwinkle

#1
General Discussion / Re: h13 d13 y13
January 16, 2015, 01:46:14 PM
Oh the humanity!!!!
#2
General Discussion / Re: Show us your killbox
January 14, 2015, 06:14:21 PM
Quote from: Tankh on January 14, 2015, 02:59:16 PM

F9. and F10 for screenshot.

Thank you!!
#3
General Discussion / Re: Show us your killbox
January 14, 2015, 02:09:58 PM
may be in the wrong thread, but i want to post some sreenshots but would like to turn OFF the UI, how do i do so?

thanks
#4
Ideas / Re: morgue tasks
January 12, 2015, 08:03:43 PM
Quote from: Johnny Masters on January 12, 2015, 05:46:49 PM
sub-jobs with check-able boxes should do the trick as well

I think this would be fantastic, that way you can really define what each pawn does.

I do like the idea of a table to bring bodies too so they can be stripped then cremated, or buried. Plus maybe add a bill that took specific organs out?
#5
Ideas / Re: Sugestion: New Zones
January 09, 2015, 06:57:08 AM
Great idea! Also a "no-go" zone would help
#6
General Discussion / Re: Rimworld on steam?
January 06, 2015, 10:00:20 AM
Quote from: servi77 on January 06, 2015, 07:33:52 AM
Tynan i just want to ask when do You plan to put Rimworld on Steam if ever? Do You want to put on Steam? I mean what's the issue? Are You afraid releasing Rimworld to Steam?

Steam would introduce Rimworld to new audience and way more ppl would get access to Rimworld, wouldn't it be great?

He already answered this along the lines of because he doesn't want the automatic updates for alphas to break players saves. Some players chose to not update their game until their colony is toast. Auto updates would force players to update.

Yes you can disable them but most players are too lazy or just won't.
Also, the community here is pretty good as it is, no need for millions of players spamming the forums with the same questions day in and day out.

It'll be released on steam when tynan feels it's ready.
#7
General Discussion / Re: social experiment
January 06, 2015, 09:55:16 AM
I'm in! I'm ok with any scenario
#8
General Discussion / Re: Multiplayer - how?
January 04, 2015, 12:51:10 PM
Quote from: Runtheball on January 04, 2015, 10:30:56 AM
I'm not at all interested in fighting other players, but I'd love to see a CO-OP setup. Simply having two colonies in close proximity to facilitate trade/migration, perhaps allowing one colony to respond to threats to it's neighbor, etc.

Even trading colonists. Ie. Player a has 4 doctors. Player b has 0 but has 3 lvl 15 shooters. They trade and it helps both colonies.

Not sure why EVERY game just HAS to have PVP. to me adding PVP to this game just makes it like clash of clans. Co-op would be useful but PVP is just not fun in my mind.
This game isn't starcraft.
#9
General Discussion / Re: Rimworld on steam?
January 04, 2015, 12:47:32 PM
Quote from: Electric Bugal� Dale on January 04, 2015, 10:12:47 AM
It's best to keep it off Steam until Rimworld is ready.

'Less a bunch of knuckleheads start to spam the Steam Forum asking the same redundant questions-

Did they abandon the game?
When is the next update?
When is the next update? x10000
The price is too much.

Kinda like how this post comes up at least once every 2 weeks if not more.also the multiplayer post that comes up all the time too. Just multiply that by 100,000
#10
Ya I'd really like to have a colony last for 20 years haha. I like building. Finding better ways to do things.
#11
As the title states, really happy to see performance worked on! I've always had issues where after year 3 the colony just wouldn't run smoothly enough and i would hav to give up a great colony and start over.  :(

I see guys posting 10 year old colonies and am just baffled. Thank you for working on this!!!! ;D  ;D
#12
Ideas / Re: A 'Recall to Base' Button
December 28, 2014, 08:59:19 AM
This is a fantastic idea !!!! I hate that I have to draft all my colonists when a battle starts. Bring them inside then lock the door behind them. Then undraft them.

Even if it was a code built into the colonists to be "scared" of gunfire when not drafted so they would run to the home zone for safety.
#13
I feel like the shooting skill should mean more. A level 15 shooter should hit a lvl 1 shooter 5 times before they get even a near hit. Especially when your outnumbered 5-1 at times. That I think would make late game raids easier without a kill zone or without burying into a mountain.

Another annoying thing which has been said already is the fact that colonists will walk across the map to eat a meal, get nothing done then start to lose their minds by the time they get back. When there's food ready and available in the colony.

Prisoners that tend to always have mental breaks should be able to be put in hand cuffs or a straight jacket of sorts to stop them from incaping my guy in full power armour.

I agree with the shared bedroom debuff being to strong as in early game it's hard to get everything done and make separate rooms for everyone.
#14
General Discussion / Re: Turn OFF seiges?
December 24, 2014, 02:59:59 PM
You sir, are my hero!
#15
General Discussion / Re: Turn OFF seiges?
December 23, 2014, 04:42:37 PM
Would still be nice to have the option to turn specific events off though