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Messages - C. Fenderson

#1
Ideas / Re: Diplomacy
September 28, 2014, 09:04:54 AM
Quote from: dotsnake on September 18, 2014, 07:33:39 PM
Warning: This will be complex and or confusing (mostly because English is my third language, sorry)

Frankly, I wouldn't accept a bribe (300 silvers) to be friendly towards another colony and I specially wouldn't send my people just because they gave me some silvers, so why would other colony accept it too?
If you landed on a world in the middle of nowhere, yes you would.  Especially if you have the ability to trade.
Quote from: dotsnake on September 18, 2014, 07:33:39 PM
So I read somewhere in the change log that other colonist are located in the map somewhere, and this suggestions have something to do with that.
Here is my idea in a nutshell, I think we should be able to make allies and enemies not just by trading silvers.

If Colony A (C-A) and my colony hates Colony B, and C-A is outmatched via population, weapons, and low defense, then wouldn't it make sense for my colony and C-A to be allies? Assuming our missions statement (can't think of another word) does not contradicts.
The enemy of your enemy is only your friend in times of war.  Don't expect them to not try to burn your crops or steal your food right after a siege.
Quote from: dotsnake on September 18, 2014, 07:33:39 PM
That is another suggestions. Each colony should have missions statements. Maybe there should be a list of things we can pick and our colony will abide it, example:
-Religion preference (not going to church- lower mood)
-Religion we hate (If C-B have a religion that we hate, then we will be enemies
As someone who blogs about this, religion is an obscenely touchy topic.  He would have to make up a bunch of religions (like what Runescape did), as well as add in a ton of combinations (Religion A Moderate, Religion A Extremist, Religion A On the verge of conversion, etc).  And, as someone above pointed out, Protestants might get offended if Protestantism isn't in game, same with Mormonism, Janism, Rastafarianism, Pastafarianism, I can keep going for the next few hours, so I won't.  That and some of us might not want it at all, since we're sick of seeing stuff about it on the news.  If this were in the game, it would almost have to be optional, and it would probably offend everybody because "Tynan doesn't know about Discordianism! This offends me!"
Quote from: dotsnake on September 18, 2014, 07:33:39 PM
-Do we care about environment? (chopping too much trees will give negative mood)
What about having tree farms?  Would we get a negative moodlet just because we harvested our 40x40 growing zone dedicated to poplar trees?
Quote from: dotsnake on September 18, 2014, 07:33:39 PM
We have to pick 3 mission statements that will give us bad mood if we don't abide, 2 good mission statements that will only help us, and 2 missions statements we hate.
Part of the story here is that none of your colonists want to stay on the RimWorld.  I don't think it would make sense within the context of the game to have a mission statement that isn't just "Let's all get off of here."
Quote from: dotsnake on September 18, 2014, 07:33:39 PM
Now back to diplomacy. If C-A believes in Religion A (R-A) and my colony believes in R-B, then it's possible for us to be allies (unless C-A hates R-B), but it would take longer.
(maybe make up a religion so it doesn't offend people).
How often do you see two religious extremists from different religions like eachother?  You'd both have to be religious moderates in order for this to work.
Quote from: dotsnake on September 18, 2014, 07:33:39 PM
Another example; If C-A cares about the environment and my colony doesn't, then C-A might not want to be our allies, if it's the opposite, then I guess it's up to you to decide if you want to be allied with them.
No problems with this.  Makes some sense.  I just don't like the caring about the environment idea, since it might be random, and my colonists go crazy enough already.
Quote from: dotsnake on September 18, 2014, 07:33:39 PM
If C-A realized that my colony outmatched him, then there is a low chance of them attacking us, and the chance of attacking increases and decreases depending on our missions statements.
The chance of sieging at night would probably increase.  Or just random theft of your stuff at night without a warning.
Quote from: dotsnake on September 18, 2014, 07:33:39 PM
Trading, and not just by item to silver, but rather item to item.
Intergalactic trade ships aren't interested in bartering, I'm pretty sure.
Quote from: dotsnake on September 18, 2014, 07:33:39 PM
Trading is a big part of this game, because not everything is unlimited.
If C-B (our enemy) is about to attack C-A (our ally), then we should be able to trade, maybe I will give you some of my weapons if you give me some of your med kits (or something fair).
I do think we should be able to trade with neighboring colonies.
Quote from: dotsnake on September 18, 2014, 07:33:39 PM
Alright, I hope I didn't confuse you, If you have any ideas to add to my suggestions, do not hesitate to reply. TY wanted us to feel emotions towards every person that we have, but I also want to include other colonies, because It's not as fun fighting mindless AI than fighting a colony that truly believes on its mission statements. (I still can't think of a word better than mission statement) Thanks for reading.
It didn't confuse me.  I've been speaking with people who know broken English for years.  I wish I had the patience to sit down and learn a new language, so keep on trying!

Quote from: Materialjam on September 28, 2014, 05:32:47 AM
I do think this is a good idea! If religion was implemented, it would simply have to be a vauge subject. For example, a "mission statement" could simply be >Religious<  rather than any specific religion. This would simply require  a time of rest/prayer in order to improve mood, or some other requirement.

Much fitting to the create-your-own-story theme, one can imagine their own religion and finally rationalize their need for canabalistic, nudist colonies with its in-game religion!
Being able to make your own religion would be kind of cool, I'll bite.  Converting people to Canibonudism would be fun as hell.
#2
Quote from: marvinkosh on September 27, 2014, 11:50:20 PM
Okay well, I feel bad about building killboxes because while they're efficient, they're only that way because raiders pour into them and get nailed.  And then you get their gear.  Rinse well with soapy water and repeat.

So I think that raid need to be a bit smarter as well as smaller.  Let's teach the AI the value of sending in one guy to set off the defences, evaluate, and then say 'right, there's got to be an easier way into this place!'

This in turn makes kill boxes less useful, since the AI isn't going to waste bodies on them, and makes generalised defences more useful, because the raiders will try to find a weak point.  And if they can't find one, then they can give up and go home.
I think the solution to this is to make your entire map a killbox.  I'd probably do it.
#3
Quote from: TheXIIILightning on September 27, 2014, 11:23:03 PM
Perhaps adding a time limit to Geothermal energy? Let's say that after 7 or 10 months of having built one, the building starts to wear down and eventually stops working at all, making that energy spot pretty much useless. The Geyser could pretty much work as a resource, draining it in order to gain power.
It wouldn't be too hard to make a solar farm for a mountain base.  I already build mine at the edge of my maps.  Solar energy's also pretty damn good already.  I can fund a fairly large base with six solar panels with room to spare for batteries.
#4
Quote from: Anarak on September 27, 2014, 08:49:23 PM
How, as far as my opinions go, should the game be balanced in this regard:

1) Mining should be slower. Right now mining is faster than most jobs, including wood chopping, which is ridiculous to say the least.
Maybe make it slower at the start, and require more research to speed it up.  I would definitely agree with a system like that.
Quote from: Anarak on September 27, 2014, 08:49:23 PM
2) Less mineral veins, but they take longer to "tear" down and yield more metal, which will drop in an adjacent square. Those who played dungeon keeper will know what I'm talking about. This way you can carve your mountain better and you can keep the same extraction rate.
Ehh, maybe.  I'd have to try this before I'd jump at the idea.
Quote from: Anarak on September 27, 2014, 08:49:23 PM
3) Armor rating for stuff, numeral, not percentage, although you could use both. So rock shouldn't be shot down by punches or pistol shots (nor similarly strong materials, like most walls and powered doors).
This would empower building outside because doors wouldn't be ridiculously weak and VIP entrances to raiders as it is now.
Sounds like a good idea.  Maybe keep the doors as they are now, but require research to unlock higher HP for them?  My researchers need something to do.
Quote from: Anarak on September 27, 2014, 08:49:23 PM
To counter impenetrable defenses, a climbing tool or explosives (and an "avoid-killbox" AI behavior) would add to the game diversity without requiring massive amounts of enemies.
Doesn't apply to me, so whatever on this one.
Quote from: Anarak on September 27, 2014, 08:49:23 PM
4) Should slots/ tool slots be implemented, the mining tool would be a nice balance, dwarfing would be impractical without the tool. So, then, you could have random drops: random people, random "starting kit", random map.  Conversely, if you'd really like in a particular time to build dwarftown, you could select the appropriate starting kit at chargen.
Ehh... I'm not so sure about that one.  Granted, it's unlikely that there would be three electric pickaxes in a spaceship crash, but it seems like you're cutting that playstyle off entirely, which I don't like.
Quote from: Anarak on September 27, 2014, 08:49:23 PM
This could open a myriad of tactics. A starting kit with a mining tool would mean a quicker path to  entrench yourself, but also it means you couldn't bring Cheryl 2000 the sexy cleaning bot, or the mobile extra expensive Templar C3KL medbay or the M68 Gauss Rifle (military issue only) or, perhaps the Mk.4 UJK "Deus EX" mobile artillery (the one with extra accuracy). Flavor aside, you know, "unique" objects that are chargen obtained only or a long branch of a research path, that will give you an edge (a very particular one) and make your start and middle game different for a couple dozen plays.
Forget the last part, I like this kind of tradeoff thing.  Choose your playstyle and have fun!
Quote from: Anarak on September 27, 2014, 08:49:23 PM
5) reduce enemy amount. As per the much requested and a7 incoming fix. But make them more of a constant threat. Make them diverse in their tactics. Some will just raid your farms, for example. So you'll need to keep guards and patrols. You'll need emplacements outside either way.
Reducing enemy count seems redundant, since you can do that with the different challenges anyhow.  I like the rest, though.
Quote from: Anarak on September 27, 2014, 08:49:23 PM
6) this is a minor, but recently dug walls should provide a small debuff, because you know, they are raw rock walls, ugly and full of spiders. 
Maybe make it so that they always have that, so you have to dig around them and make new walls or something?  I don't know if that's possible, but it's a thought.
Quote from: Anarak on September 27, 2014, 08:49:23 PM
Embrasures are needed, dismissing that on the grounds that players will dug- in even more is like saying you don't need power armor because you already have flak jackets. There are a ton of ways to make it balanced and the game even more interesting :)
Not sure what to say to this one.
#5
Quote from: Tynan on September 27, 2014, 07:54:18 PM
Good discussion to have. Thanks for bringing this up.

It is a tough balance problem to solve. I think the best, most obvious solution is to put players on the offensive more often. I tried to do that with sieges and the ship part, but I think it's not quite panning out that way with sieges. So maybe I could rework sieges and make them a bit more common, and perhaps add another kind of threat or opportunity that draws people out of their base. Anyone have any thoughts about what this could be?

Adding some further mood penalties for being underground for long periods may be a viable option as well. You can live underground, it's true - but it's really awful to be underground all the time.
It's not always awful:

https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcRz40ksiKdnml9F5Eks3xcHoPimAoQ0UnmX-P0MnIN_ivTKJPeN8w (Source)
#6
Quote from: Goldsmyths on September 27, 2014, 03:27:45 AM
Mod manager sounds like a good idea...
Like being able to pick which item is going to be added in-game.
It does.  But now it's kind of up to how nice mod makers want to be.  I have mine set up in kind of 'chunks', which can be removed by whoever wants to.  Although, mine's still kinda small, so it wouldn't be a good idea to remove those chunks :P
#7
General Discussion / Re: How do I start trading
September 27, 2014, 03:16:38 AM
Quote from: piptastic on September 27, 2014, 12:25:26 AM
nevermind i figured it out
can just delete existing stockpiles
then make one around the orbital and set it critcal
and then you can prioritise the dudes to haul silver (or whatever)
I usually set it to lowest priority and make it the only silver stockpile.  If it fills up, I'll make another stockpile for silver.
#8
Off-Topic / Re: Worst nightmare you've ever had?
September 27, 2014, 03:12:44 AM
Quote from: Rainbowlicious on September 27, 2014, 03:05:57 AM
Any dream with wasps. And cazadores. Buck cazadores. Cazadore = death. Wasps are filled with hatred. Bees are good, oddly.
Oddly enough, I had a dream that was full of insects not long ago.  Giant grass spider that looked like it had mechanical legs (looked like they were attached with rods rather than actually inside of the body), with a black widow's backside was being attacked by wasps/bees (can't remember).  I was in my childhood home, and just standing there staring at it.  It wasn't scary, oddly enough.  It was almost calming. 
Having said that, I'm not terribly fond of spiders in real life and HOLY (hours of expletives in all caps) I would've hightailed it out of there had that actually happened.  When i say giant it was at least a foot wide without the legs.  Dream ended when a wasp/bee flew inside my pants and tried to sting me.
#9
General Discussion / Re: Show us your colony [Mega Thread]
September 27, 2014, 12:15:56 AM
Quote from: Simulacrum on September 26, 2014, 06:52:20 PM
Cut because waaaaay too long
Thankfully I usually have a janitor or two.  Even when i played on Cassandra for about 2 years or so I never had a map littered with bodies and guns.  Burn the bodies, sell the guns/bows/pilas.
#10
Ideas / Re: Ruins and story
September 27, 2014, 12:08:10 AM
Quote from: Anarak on September 26, 2014, 07:57:16 PM
Quote from: C. Fenderson on September 26, 2014, 07:23:37 AM
Obviously, they are the pinnacle of evolution, and therefore cannot be changed.
Wrong, their eyes don't shoot lasers yet
How do we know this conclusively?  What if they just know how powerful their eyes are and don't want to make the game unfair to us?  How do we know that every squirrel, deer, etc aren't the most meta of all the meta, and are just trying to let us have fun in their world?
I'll stop now before I jump headfirst into the light on the crazytrain.
#11
Quote from: Sooner535 on September 26, 2014, 09:52:55 AM
Once again guys thanks for all your help >.< I have modded skyrim, minecraft, and a few others backing up my game is second nature haha. Also the roof thing isnt really my style I like to play fair (my colonists will most likely hate me for that)
Fair's a pretty subjective thing.  I don't think mechanoids are fair, so I usually put a roof on 'em.
#12
Ideas / Re: Ruins and story
September 26, 2014, 07:23:37 AM
Quote from: keylocke on September 26, 2014, 07:09:11 AM
ah, my bad. i must've forgotten about that. lol.

but what about squirrels (deers, etc) ?

after thousands of years, it's a bit strange not to see advances in evolution, especially now that they're no longer on earth. (since the game is set in a future timeline.)

it's also strange not to find actual life forms (even primitive ones) that evolved in these habitable planets.
Obviously, they are the pinnacle of evolution, and therefore cannot be changed.
#13
Let's hope they change how colonists don't like food made of non food stuff.  I want to make realistic bread, darnit, and that involves wood!
Quote from: ItchyFlea on September 25, 2014, 11:36:51 PM
I wonder how many mods this will stuff up....
At least some of mine, since it has cotton and a tailor table in the pictures from the source. 
#14
Ideas / Re: Ruins and story
September 26, 2014, 06:41:59 AM
Quote from: keylocke on September 26, 2014, 12:09:51 AM
Quote from: Anarak on September 25, 2014, 03:47:54 AM
bleah... Sure i guess i understand the lack of civilized life forms, but what about monster-type of aliens? xenomorphs, arachnids, bioraptors, blobs, sandworms, slithers... ?

Sure there must be some local fauna unlike those of terran origin?

wait, are muffalos aliens? i've read somewhere that a boomrat was developed as a biological weapon in a war or something. but i'm not sure about the muffalo.

also, why do we have earth-like flora and fauna thriving in rimworld? how did they get there? and if some colony brought them there, what happened to the local flora and fauna?

some stuff don't make sense yet.
Cut from the source code:
"A large herding herbivore descended from buffalo and adapted for some exotic environment. Peaceful unless disturbed."
That's a muffalo.
Either way, I agree that it'd be cool to kind of have ruins as the remains of people who 'beat the game' before you did.
#15
General Discussion / Re: Cabin Fever issue!
September 26, 2014, 06:37:39 AM
Agreed.  You don't hear many reports of medieval people getting cabin fever from being in their castle walls, just being inside of their home for too long.
Alternate note, what about a dwarf trait/story that makes them immune to this?  Or maybe make people who have a backstory involving mining immune to cabin fever.  I think this'd be a pretty nice feature.