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Messages - Rathlord

#1
Heya guys,

I just picked up Rimworld again on my Macbook while on vacation and have been quite enjoying it. However, I wanted to continue playing when I got home and loaded up the game on my PC (thanks to Steam sync), however the save file doesn't load on my PC. Went back to my Macbook and the save still loads fine. Not sure what to do about it.

Here's the log file: https://pastebin.com/HTn49HDW

If anything else is needed let me know. Cheers!
#2
General Discussion / Re: What is/is there an end game?
December 07, 2013, 12:58:06 PM
Quote from: Pheanox on October 05, 2013, 05:19:20 PM
Depending on the lore of the game, I actually like the idea of eventually after having a successful, thriving outpost, you are contacted by the Federation and are offered membership as a colony of the Federation.  Then how the game continues from there I don't know.  Your outpost becomes the capital city of a colonization effort or is just a game ending scenario.

I like the idea of this, but I think it could be expanded. What if each of the ships that flies by was of a different faction? Say, 3-7 active factions depending on random story teller values. Each factions could have different attitudes towards you (friendly, downright hostile, neutral), could take different actions (trade with you, not interact with you, actually launch attacks from orbit), and that kind of thing. You could gain or lose reputation by how you interact with them (get reputation for trading, perhaps get reputation/honor for defeating an attack from some people, being mean to their enemies, being friendly to their friends, etc.).

That way each faction could have its own endgame concept that would only be unlocked if you brought your friendliness/reputation with them up enough. Furthermore, the faction or factions that are opposed to the faction you're trying to endgame with could become your mortal enemy, launching harder attacks and disrupting your trading as you try to complete an endgame goal.

Some examples:

Trading Race: Often starts friendly to the player. Has lots of trading ships. Players gain reputation by trading with them and giving them favorable bargains. Endgame allows this race to set up a permanent trading post above the planet, and the settlers erect some kind of planet to space defense system to protect it. This allows your colony to thrive, always having access to a huge amount of trade resources that are updated regularly.

Religious Race: Often starts neutral to the player. Has few ships that are traveling on pilgrimages to holy sites, etc. Raise rep by being respectful, trading crafts that increase happiness, giving donations… End game offers you a holy artifact for your colony, but you have to build enough defenses and a specific storage place for it before they give it to you. It could offer the colony an overall huge happiness boost, and pilgrims might occasionally come to visit (as well as others trying to steal it).

Militaristic Race: Often starts hostile to the player. Gain rep with acts of war, valor in battle, treating prisoners well, showing 'honor,' returning their men who you've taken prisoner, and being direct in communication. End game offers you an escape from the planet if you agree to be part of their warfront. This would incur hostilities from many other factions who fear that this faction will become too strong. To successfully complete it, you would be required to complete huge amounts of militarization and perhaps to build a combat ready ship to join them.

Pirate Race: Often starts hostile to the player. Raise reputation by committing chaotic acts, stealing, using gibbet cages, etc. End game would involve joining them in a joint venture to "raid" another place (much like we're raided now). This would involve gathering supplies and weapons and moving to a new map, where a small colony currently exists. The pirates would want you to raze the colony to the ground (which you might not do, but could cause a fight with them). Unfortunately, the colonists caught you coming and sabotaged your ship even as you defeat them (so you can't leave, and must start anew).

"Federation" Race: Often starts friendly to the player. Gain reputation by having a stable, peaceful colony, getting along with other races, and trading. Endgame could offer you a chance for escaping the colony, a chance to become an official colony, or pretty much your colonists choice of how they want it to end. The Federation ending could be the catch-all, allowing you to have some end game drama but not necessarily changing anything major and allowing you to keep playing your colony as-is if you want.
#3
Ideas / Re: The many-guns problem
November 21, 2013, 08:29:11 PM
I'm not crazy about the idea of weapon repair and degradation- as has already been mentioned by others, some people won't like it (and regardless of how we personally feel, if a high enough number dislike it, it's probably not a good idea).

Being able to melt them into metal solves two problems at once:

1) Gets rid of spare guns, per Tynan's request, and

2) Helps solve the problem of finite resources on a fairly limited map without being at the mercy of traders, which seems somewhat of a stopgap mechanic to me anyways.
#4
Outdated / Re: [Directory] Texture Packs
November 19, 2013, 11:23:46 PM
Nifty, thanks Rhodes!

Now someone make it look like Dwarf Fortress just for shits and giggles.
#5
Outdated / Re: [MOD] (Alpha 2) Custom weapons
November 19, 2013, 11:21:44 PM
Reminds me of Unity's editor… but mashed into the game. That's superb, Tynan.
#6
Outdated / Re: [MOD] (Alpha 2) Custom weapons
November 13, 2013, 07:35:41 PM
Thanks for the info Tynan!
#7
Outdated / Re: [MOD] (Alpha 2) Custom weapons
November 13, 2013, 06:33:51 PM
Huzzah!

Much like Dwarf Fortress, this seems like a fantastic game for modding. So much potential for awesome things. Will modding be done with C# or UnityScript, or will something like Lua be hooked in? I've not actually dealt with any modding before in conjunction with Unity.
#8
Outdated / Re: [MOD] (Alpha 2) Custom weapons
November 13, 2013, 04:45:28 PM
No way to add these currently other than recompiling or unobfuscating code or some such?

Also: Heya TinnedEpic. Remember me? =P
#9
Ideas / Re: Your Cheapest Ideas
November 09, 2013, 12:07:28 PM
A quick one from me:

Fire extinguishers- let colonists reach further to fight fire, such as over unpathable objects like the outside of a solar panel
#10
Bugs / [M 0.0.250] Pathing Over Rocks
November 08, 2013, 12:46:43 AM
Heya fellas,

Pathing over rocks is weird something fierce. Rather than path around them, my colonists seem dead intent on pathing over them. See the picture (my apologies as there seems to be neither spoiler nor thumbnail bbcode support here):
#11
General Discussion / Re: Food Sits on the Ground
November 08, 2013, 12:30:21 AM
I'm thinking I just must have clicked something wrong the first time I tried to set it, because it's working fine now. Thanks, all!
#12
General Discussion / Re: Imploding World
November 08, 2013, 12:29:38 AM
I suppose that makes some sense. Needs to be balanced down in my opinion, though. It also seems to only favor certain spots, which is a bit odd.
#13
General Discussion / Imploding World
November 08, 2013, 12:09:31 AM
Heya guys,

For some reason it seems that everything in my world spontaneously breaks, constantly. I have one corner of a sandbag wall the just gets damage from out of nowhere. I similarly have a few walls that just like to take 100 and someodd points of damage for no discernible reason.

Anyone have any idea what's going on? Is this some kind of feature, or should I be posting this to the bug report forum?
#14
General Discussion / Re: Food Sits on the Ground
November 07, 2013, 09:47:53 PM
'Preciate the response, but:

Quote from: Rathlord on November 07, 2013, 07:37:41 PM
Even tried setting one worker to only haul, they still just sit there.
#15
General Discussion / Re: Food Sits on the Ground
November 07, 2013, 07:39:12 PM
Disregard this. Apparently leaving them with only haul enabled for a little while allowed them to see it. Not sure what was going on before, but it may have just been me being stupid.