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Messages - Lochar

#1
love the copy paste function, always made single piles in rooms for parkas/hats when not in use during warmer weather but was too tedious to keep up.
#2
General Discussion / Re: Top AI annoyances in alpha9
March 09, 2015, 07:46:05 PM
Quote from: Boboid on March 08, 2015, 01:29:23 PM
Lower the search radius on the cooking bill and give them a nearby stockpile with a higher priority than your storage/overflow stockpile.

So if I lower the radius to just the higher priority stockpile but its empty what then happens? they switch to hauling mode until that stockpile has product? will have to try that.
#3
General Discussion / Re: Top AI annoyances in alpha9
March 08, 2015, 11:35:22 AM
I noticed this type of behavior for cooking as well. Altho not sure of an easy way to fix as I don't program.

But in my scenario, its more of need 10 items for cooking so go looking for it, even if have to go a small distance and pick up 10 plants, even tho there a bunch laying around, makes cooking time consuming unless I intervene and order them first to haul plants first then they will pick up full batch and then go back to cooking.
#4
Quote from: shade88 on January 24, 2015, 11:07:11 PM

IMHO, livestock is also a much higher priority to me. But I also want to see something that adds to the end-game, like new generations. It gives you something to look forward to, you know?

I actually like the fact that I can leave some history in the game world, but this did get me thinking. Fallout.

We have cryo stasis, why not some device for embryo's. Now this wouldn't be simple breeding but about saving some colonists and babies for future colonies.  You develop some breeding chambers, leave a caretaker, create a secure vault, and then get rescued, with the premise your not sure if rocket will survive so leaving something behind to carry on if have a failure.

Now start a new game and down the line, your vault kids emerge, either as a friendly new faction or as a lord of the flies gang. They can either help or hinder your colony depending on story teller.  Also who you left as their caretaker can also shape how they get raised/educated.

Just a thought, since this game really isn't about lasting but leaving, but still giving an imprint on future games in same world.

#5
I will add my 2 cents - not opposed to the idea, but I would rather have animal breeding and domesticated livestock options before this, plus a lot more.

Maybe when relationships are introduced into the game then it MIGHT have merit, but like others said, the shelf life of an colony doesn't have that type of long term investment. DF imo was a city builder, it was possible with careful play to have generations if you weren't playing it too challengly, but RW is more of a timed survival sim, yes you don't have to rush to make a ship to leave, but right now playing past certain time frame just becomes stagnating.

Aside from all that , whatever he puts in I will play with, but again it would be low on priority list for myself to see kids before many other things.
#6
General Discussion / Re: Brain Damage
December 31, 2014, 06:47:59 PM
Quote from: Tynan on December 31, 2014, 06:16:38 PM
I've actually quite deliberately never thought of it as a strategy game. The entire design process has very explicitly been guided by the notion of RimWorld as a 'story generator' above all.

I can understand that , but with the control of the pawns during combat, it does have a strategy atmosphere. I usually don't build killing floor zones and like to slug it out with my colonists when can.

That being said I would like more options of cybernetics. Afterall you have given us bionic replacements for limbs that behave better than the organic part did. I think giving a chip replacement to brain damage would just give you a basic drone, that maybe cleans, hauls , and anything else simple. This would still be a drama because you could have a great artist or combat vet reduced to a thrall.

While this maybe DF in space in some essences, in others it has its own appeal and signature. While I do appreciate seeing a good story develop within my colony, and sometimes come across a no win occurance (without cheating anyways), I don't like having situations I cant fix. Lol I am probably in the minority but have never purposely let anyone die, wether prisoner or half brain dead colonist. :) Of course having the release command helps this tremendously.

Also when you introduce hi tech components into the game, it just begs for more hi tech goodies to be used. :)
#7
General Discussion / Re: The beauty of Art
December 30, 2014, 11:48:33 PM
Is there a wiki spot or link to the beauty breakdown? I have 1 hitting legendary stuff ever other shot, but so far haven't seen any mood changes, will try messing with the 1000+ pieces and see. Thanks
#8
General Discussion / The beauty of Art
December 30, 2014, 06:37:10 PM
Am I missing something or is art purely for resale now? I am getting high beauty off them but no matter where I install them, I cant see any positive effects for them?

I know some rooms will get a good environment or some such trait, but cant seem to find the trigger. I do plants and art but still cant boost some rooms.

#9
General Discussion / Re: 2 ( stupid ) questions
December 28, 2014, 03:06:09 PM
I don't mind non multi layer but would like to see transport and bigger maps.
#10
I agree with the following:

Travelling across map for food. Survival Rations shouldn't be higher than simple meals anyways, they don't spoil and would think a step above nutrient paste. But aside from that I hate that I unforbid to try to get them to haul it into storage only to have them go and eat it on ground and not bring any back unless I start micromanaging. Maybe need 2nd forbid to eat option.

Friendly fire - have to keep my hunters down to a few because way too many shooting accidents.

Shooting skill of Colony vs NPC - they are way more accurate and deadly with lesser skill than my colonists. Also master shooters still take about 10 shots to kill a squirell/boar sometimes....

Lack of good ranged commands. A hunter can auto range a target but during combat I have to manually try to find gun range and then move them into a cover spot to open fire, then keep moving them if AI moves out of range.

Lack of assigning stations - way too many lower skilled folks always steal the crafting stations.

that's my main list anyways




#11
Quote from: Scotty on December 27, 2014, 07:45:58 PM
By any chance did you find out via quil18? :P

Lol I saw his vids, am surprised he made it as far as he did, not what I would call a good learning vid unless learning of what NOT to do :)
#12
General Discussion / Re: Unfinished clothing
December 23, 2014, 09:32:07 AM
thanks, and that was probably it, or it may have been I interrupted for combat but if can reclaim then that works for now too.

#13
General Discussion / Unfinished clothing
December 23, 2014, 01:45:12 AM
I am not sure if this is a bug or some gameplay mechanic I am not familiar with but I have qued up some clothing items to be made, I am getting some things deposited in my stockpile that are unfinished clothing items that still have some job time left on them. I cant get that person to resume the job or prioritize the tailor station unless I que up another item or add to count and then they start fresh.

Am I missing something to get them to finish their product? I have a few articles with like <10 job count left and kind of annoying that I have to waste the items. I don't even think they will sell to anyone either.
#14
Ideas / Re: What do you want in alpha 9/10?
December 20, 2014, 04:57:36 PM
After playing again for awhile since last 2 updates, this is what I would like to see..

1. Rescue option for NPC, don't like that I either capture them losing faction or letting them die.
2. Auto lights - when trying to conserve some measly power, would like inactive things like lights and possibly other stuff to shutdown and not drain so much power.
3. Superimpose ranges - like leaving trade beacon range up while I am building a stockpile, or walls for my turret ranges.
4. Wear and tear on clothing - need a reason to  make clothes other than 1 item every so often.
5. more ways to be self sufficient - like making meds, my own weapons, etc. If I can research a spaceship I should be able to figure out how to make more than melee weapons.
6. More door options -  have had NPCs walk into my cells and fight prisoners, would like to bar certain areas to some
7. Giving prisoners exercise option or way to counter neg mods by being inside all the time.
8. Possible hauling methods - I get more mental breaks just because traversing map to pick up some ore and back takes ages.
9. More artificial limb options like just hands or feet
10. This should be more at top but REPLACING walls, would be easier than micromanaging mining,building back wall with what you want.

I know that's a lot but would like to see some if not all going forward, and if not next update then down the line.
#15
General Discussion / Re: Post Your Base
November 06, 2013, 10:49:04 AM
this is my 2nd base, my first I had to redo since didnt remember the roofing dynamics and made a mess.

I am still playing around with chokepoints and notice my turrets are all off, this will bring the raiders closer if I want.

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