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Messages - Necronomocoins

#1
Ideas / Can get to orbit, can't make a car?
March 22, 2018, 03:34:52 PM
It kind of throws me out a little when I am making a caravan whilst part way through making a spaceship and realize there is no way of making any kind of vehicular support. It doesn't have to be a mobile structure, just one that gets removed when it is being used. It would need new constructible or craftable parts like the spaceship but can be loaded in to a new map.
#2
Ideas / Re: Vehicles!
September 06, 2017, 01:33:55 AM
Quote from: JimmyAgnt007 on September 05, 2017, 10:20:10 AM
FYI this is on the frequent suggestions topic list.  Its a sticky.
I don't know what that means? Did I post in the wrong place? Sorry for any inconvenience.
#3
Ideas / Re: Vehicles!
September 04, 2017, 10:06:24 PM
Tribal: Un-saddled large animal riding
Medieval: Saddled riding (more comfortable) and wheels (Chariot, Wagon, cart, etc.)
Industrial: Engines (Hovercraft, cars, trucks, motorbikes, hot air balloon, etc.)
Spacer: Spaceship, but a spaceship that can be used as a base (with walls, doors, vents, guns, etc.) taken off, landed, refueled, re-landed, etc...
Not necessarily for combat, but for travel on the world map and a base you can take with you.
#4
Ideas / Re: Spaceships?
August 01, 2017, 10:24:59 PM
Sounds like a great idea, the crash landers could build the ship to the specifications they want, then if there are enough engines to the amount of blocks used, take off and land it anywhere with enough space for your ship on the original planet or find a new one, use the ship as a base, a "Starship Theory" style journey between planets and/or moons, etc. Could mean bringing oxygen back into Rimworld, I liked oxygen in Rimworld.
#5
Ideas / Re: Your Cheapest Ideas
December 26, 2016, 01:39:42 AM
Surrender! I haven't seen anyone surrender, under any circumstances. I've seen people cower, run away, stay and fight or mental break but never surrender. I want to be able to order a colonist to ask or tell an enemy to surrender and or humanoids who are out numbered just decide to surrender, with a success %chance which can vary with personality. Also a personality trait "susceptible to surrender" and "No retreat, No surrender."
#6
Ideas / Re: Your Cheapest Ideas
January 28, 2016, 06:57:59 PM
Traits: agoraphobia and claustrophobia giving a mood buff/de-buff for cramped/open spaces depending on if a pawn has one of these phobias.
#7
Ideas / Re: Your Cheapest Ideas
January 24, 2016, 04:19:47 AM
Quote from: mooyaa222 on January 17, 2016, 10:44:18 PM
I have 3 cheep ideas all to do with prisoners
1) An event called prison break where if you have an prisoner a hostile colony will stage a break out
2) (if you wanted to make it simpler) the prisoners go aggressive and try to break out and run for it.
3) An offer where a hostile colony will offer money to get there prisoners back but only if you are at a certain standard to them
I feel this would really make the well-being of prisoners a bigger priority .

Also an idea that just came into my head war parties (or raids whatever there called) have animals of there own.
I hope these are good ideas and personally feel it would spice up the game when it comes to prisoners
Love this idea, it gives me another idea. Not having to research things that recruits/prisoners from technologically advanced backgrounds might already know, or interrogations for research unlocks and/or Tribal recruits/prisoners being lower maintenance. ie. lower requirements for higher moods. (They live, eat, sleep and work in the dirt with very little to entertain them then join a colony and all of a sudden they need clean, well appointed rooms and cooked food?)
#8
I like your ideas. Human reproduction shouldn't need accelerated growth, just a slower increase to getting to 100% size raids/events and/or make children under 15 unable to attack or be attacked, which is likely to make the game feel less "wave defense" and more "colony survival". Your entire colony was wiped out except there was a child old enough to plant cut and haul food to the nutrient dispenser that survives and continues the colony alone. 0 - 3 years  unable to do work or learn work skills.  4 - 12 unskilled tasks only with accelerated learning in all fields.  13 - 14 skilled labor and can develop passions and work on those with normal learning rates. About the slaves, maybe have to research the explosive collar, before then risking escape attempts by any "slaves" far enough away from an armed drafted colonist.
#9
Ideas / Re: Your Cheapest Ideas
October 10, 2015, 08:36:32 PM
Quote from: king komodo on October 08, 2015, 03:30:17 PM
Quote from: StorymasterQ on October 07, 2015, 08:42:06 PM
Well, you can say to someone, "Hey, I'm gonna call you Dave from now on. When I say Dave, you come over, alright?" and they'll do it. You can't say to a dog, "I christen thee, Mutt!" and expect them to come over when you call it that. That said, it is a bit weird why Tynan decided that animals couldn't be named as colonists can.

Well sort of. People do do that alot, especially when the other persons name is hard to pronounce, but people tend to have multiple names for pets as well. Also people will change animals names how they see fit, though out of courtesy we don't tend to change pets that are already named.
You can call me whatever you like, but I will only respond if you get my name right. My brother found an abandoned kitten, took it to the vets and named it "Kitten", he gave the kitten to my grandmother, who promptly re-named it "Sable", when my grandmother could no longer look after it, my mother took over caring for the cat and re-named it, "Princess", cats don't come when you call their name anyway.
#10
Ideas / Re: Your Cheapest Ideas
October 07, 2015, 08:35:23 PM
I can rename a colonist at any time but I can't even give a pet a name? Surely it's a cheap change to swap these things so I can't change a colonists name, but I can name a pet whatever I like. Hungry/manhunter animals (not alphabeavers) should eat whatever they can, not just humans.
#11
Quote from: Adamiks on August 14, 2015, 11:15:44 PM
Quote
It looks that you don't exactly get smartet but you get your "eyes and brain opened for new informations" after amnesia. I think everybody of us could do that with some hard work, but most of humans decide to just accept some things as fact and don't care anymore. After your "learning state" you saw that a lot of your thoughts was wrong and you decided to look things? Because you get so many info going on in your brain? It's really interesting... It looks for informations, do i'm wrong now? Maybe because of that you don't remember some that you brain started to work like a brain of a child - learn fast, don't remember too long to learn new things about these? We're in theories terytory here! ;d
Yes, thank you, what you said seems to make a lot of sense. With newly learned information that I deem worthy, I can try to commit it to memory, but, much like as a child I frequently forget very important things, but this seems to be improving by very small increments, very slowly.
#12
I did black out, after about 5 minutes I fell unconscious in the same field that the emergency rescue helicopter landed in and they induced a coma which lasted a week. My theory as to how I got "smarter" is that during the amnesia, with an almost empty brain, I was learning as quickly as a child and assessing/assimilating a bunch of newly learned stuff with the slowly returning memories and figuring out that a lot of the stuff that I thought I knew, was not true. On the first day of brain assessment, my learning and memory was dismal or worse, I could barely remember my own name, but it didn't take long, a few weeks, before I was smarter than before. Smarter as in learning faster.
#13
Seriously, my brain got squashed up into the inside of the front of my skull and was bleeding, a lot apparently, I had also fractured and compacted my L4 vertebrae and broke my right tibia but according to independent witness statements I "ran 100 meters in record time". All this with a "severely damaged brain" according to two doctors. I've never felt any pain from this accident (which happened 5 years ago) and have become smarter faster than I was before the severe brain damage, the only down side has been that I forget things slightly more often now. On the other side of the same coin, when I was in hospital I met a guy that had taken a drug once, in Vietnam, and he was almost a vegetable, another guy I met on his 18th birthday, that day he fell over, hit his head and died of aneurism in under a minute. Realistic health effects are very difficult to put into any game, in my experience.
#14
A few years ago I drove my two door hatch back head on into a Mack truck and spent 11 months in hospital. When the doctors told me that I had "severe brain damage", I didn't believe them and asked, "why am I so much smarter now?" They answered "We don't know enough about the human brain to answer that accurately." My point is that brain damage doesn't always work the same way for every case and could be reflected in game by a random small chance of brain damage having a permanent positive effect.
#15
I always try to choose an area with mountains to dig into, low rainfall and year round growing, which usually requires warmer climates, so I'll randomise cold lovers/tolerant colonists. Make sure you have at least one colonist that can do any job and all colonists that can do mining, always happy to get the 1brawler - 1careful shooter - 1trigger happy mix of colonists, giving the careful shooter the survival rifle, the pistol to the trigger happy one and knife for the brawler. Try to find a place to set up a trade beacon that is furthest from any point that a visitor/raider/man-hunter pack/passer by might be able to spawn from. Build a table, stools, butchers table and some sleeping spots near the trade stockpile and you'll want power and cook stove by third or fourth day. Put a power switch indoors leading to a turret, so the colonists can switch power for security on and off from the safety of your cave, let raiders destroy stuff and if/when they leave try to take any casualties/slowpokes/invalids as prisoners.