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Messages - Sir Wagglepuss III

#1
It sounds like that'd fall under the same legal kerfuffle that is the use of emulators.

If you've got a legit copy of the game brought, then AFAIK it's perfectly legal to use an emulator with that particular ROM. Do it for a game you don't have? It be piracy. Very sketchy law, lol.
#2
Balancing a player-storyteller would be simple enough, there are already mechanics in place in other games - Arma 3's Zeus for example. Set resource pools, making any kind of abilities either general or applied randomly over an area, etc.

For example, sure you can make a thunderstorm, sure you can choose where the lightning hits, but you can only choose a 10x10 square of tiles as to where the lightning MAY hit.

Resource pool for the storyteller would allow progressively harder events to scale up, as a VERY rough example, the storyteller starts off with 1000 points total, and their total goes up proportionally to the value of the colony. Spend points, they regen slowly over time. So you can dump 4 250 point animals going nuts right off the bat, or wait a few and drop an early 1500 light raid. Those numbers are to be taken with an absolute pinch of salt, but they put forward the concept.
#3
Ideas / Re: Mortar improvements
January 15, 2015, 02:41:48 PM
Quote from: Enjoyment on January 15, 2015, 02:11:20 AM
It will be good to you, to read RimWorld changelog, before makin' some ideas ))

Jan 9
*Artillery cannons now require artillery shells to fire and are more powerful.


I suppose you're going to tell me spotting for mortars is in the change log too?
#4
Ideas / Re: Your Cheapest Ideas
January 14, 2015, 05:47:38 PM
Made a mortar thread which should be pretty simple to implement, but thought I'd put it here too:

Mortars use shells as ammo source, place hopper connecting to mortar and dump shells in hopper.

Spotting system for mortars, making friendly mortars more accurate within a set amount of tiles around friendly pawns (Ideally M-24 range minus 5-10 tiles). Possibly make tech item for pawns to equip to extend radius of spotting to safe ranges.
#5
Ideas / Mortar improvements
January 14, 2015, 04:08:46 PM
Had a small conversation on one of Yeti's videos for Rimworld on improving mortars.

Two things would make Mortars much better in Rimworld tbh.

First being, to use shells as an ammo supply (Attach hopper, drop shells in, bingo). This will prevent 4-8 strong mortar batteries from being able to blast any opponent out of existence upon arrival, as well as putting a little thought into when things should be shelled.

Second, a spotting system. Either a required tech item to equip on pawns or simply having them within a distance of the spot targetted by a mortar. Shells that are being "Spotted" would have a much tighter area to fall in. This would mean if you want to use your limited shells most effectively, you'll have to actually put a pawn at risk. We all know more risk = more drama which is what Rimworld be all about. Make spotting be a short range affair, like 5-10 tiles less than M-24 range and perhaps the tech item to put you 5-10 tiles above M-24 range.

I know nothing else currently uses ammo restrictions, but artillery grade weaponry seems fairly warranted for it, and it'd be kinda hard to make up some head-canon to explain why your mortars all have unlimited HE rounds lol.
#6
General Discussion / Re: Mods ruined this game for me
January 13, 2015, 10:02:50 AM
Still waiting on a clever modder out there to make a Hadley's Hope scenario. :p
#7
I imagine best paste is the paste meal with the research that has it take 10% less food per meal.
#8
That solar panel behind the cooler may be blocking off the heat vent, preventing it from cooling properly.

Try moving that solar panel (Or the cooler) to see if that helps out - It may be that those 3 tiles directly behind the cooler are being counted as a room due to the placement of your solar panels. Also make sure that there are no gaps in your walls in that structure, just to be safe.

Also on another note, I'd recommend switching to wind turbines for power if you've got the space for it. They work in an eclipse and don't rely on batteries during the night, making them the better option to use until geothermal is researched. This is especially good as batteries have a nasty habit of occasionally discharging their built up power, resulting in an explosion somewhere on your power grid - Not having batteries means this can't happen.
#9
General Discussion / Re: Multiplayer - how?
January 04, 2015, 11:36:29 PM
Tbh, the largest scale map you can get is capable of sustaining about 4 pretty standard size colonies with up to 10-12 colonists.

Trying to make a big, open, interlaced system where everybody's colonies interact with each other from their own map to the next may be a bit much to start off with (But hey, something I'd like to see in the long term regardless).

I'd much prefer to see multiplayer start small, and have people survive together on the same map - Possibly tweaking resource costs etc depending on how many players are on a given map (But that's all balance talk, which'll come after the mechanics are set up).

EG, each player starts with their base 3 colonists/starting resources and hops to it. Do they co-operate or shoot eachother in the face? Up to them. But they've gotta deal with everything that happens on the map too.

TL;DR: Start small, then think about scaling up.
#10
General Discussion / Re: Armor system
January 03, 2015, 05:02:55 AM
Quote from: Morrigi on January 03, 2015, 03:23:16 AM
...What I don't understand is how someone in full power-armor can be instakilled by a single M-24 shot to the chest...

Maybe it's a Firefly-esque pew-pew M-24?

Or all futuristic weapons are loaded with AP rounds by default, or fancy plasteel-core rounds, or, or, or...

Just make up some head-canon to make it work lol.

But, it's definitely good to know how armour works now. Still thought it was borked lol. >.>
#11
General Discussion / Re: Personal shields?
December 29, 2014, 05:58:57 PM
Out of curiosity, what accessibility level will these shields be at?

Will they be extremely common, mid tier stuff, or up there with AI cores?

Or, will there be differing quality or perhaps even types of shield? Would be neat to see both general purpose with low capacity and specific but high capacity shields, if we really wanted to start fleshing out the high tech.

It would be even better if these shields required charging stations instead of being self-regenerating (Or self-regen being glitterworld fancy expensive tech), so that keeping batteries would start to serve a purpose and be more worth the risk of them suddenly blowing up on you. As it stands, you only really keep batteries for emergencies, and even then it's kinda rare considering a Geothermal or three and you're completely sorted for any power needs, ever. It'd also prevent solo colonists from doing silly things like solo'ing a Scyther by doing hit and run lol.
#12
General Discussion / Re: How do i get V7
December 26, 2014, 06:55:10 PM
I still have a copy of V7 from before V8 was released, but I aint got a clue on Tynan's ground rules for distribution, even for old versions and to people who have already paid.

Best thing to do would be to get an answer from the big T himself.

*Turns on the Tynan signal*
#13
I like building NPD's as I like watching my colonists suffer in the cold. :p

Sure you've got heating indoors, sure you've got some sturdy buildings, but it's -20 celcius outside and you're eating goop for a living, now mine you dogs! xD
#14
General Discussion / Re: I.. wha-.. D:
October 19, 2014, 04:08:23 PM
Quote from: TheSilencedScream on October 19, 2014, 02:43:23 PM
Quote from: marvinkosh on October 19, 2014, 02:37:16 PM
I think that instead of a gradual and arbitrary degradation, a loss of skill should be the result of extreme physical and/or mental trauma, and the corresponding recovery process.
I can get behind this. For example, it makes sense that, if you're shot in the arm, you're not going be quite as good of a shot without therapy and training.

This should only happen if the arm shot happens to be your shooting arm. You can still shoot small arms just fine with only one hand, so long as they were designed as such (Hello pistols, Uzi's, etc).
#15
Not hunting on your doorstep is also an option.