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Messages - dakenho

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1
Ideas / player orbital trade ships
« on: February 24, 2017, 05:03:21 PM »
with caravans and global trade being a thing I would like to see a player built trade ship be a thing.  It can work off the same ship mechanic that is used now but allows players to trade over vast areas of the planet.  Cargo/Trade pods could be used to limit/balance it but would make for a great mega project

2
General Discussion / Rim World Challenges
« on: February 24, 2017, 05:01:51 PM »
I thought it might be fun to create a thread where people can discuss the various, self imposed challenges they have put on them self's and maybe give other players some neat ideas.
  • The Ice Shelf Challenge - default start but on an ice shelf area
  • Extreme desert challenge - same as ice shelf but with the extreme desert biome
[li]luciferium addiction Challenge - your colonists are addicted to luciferium (on purpose) (start with 20-30 luciferium)
[/li][/list]

post your self imposed challenges and and maybe we can get some fun youtube streams going

3
Ideas / Performence patch
« on: February 20, 2017, 10:12:55 PM »
I think its time this game had a performance patch, on larger towns of 12-18 people the simulation starts slowing down, additionally there is a frame rate drop on the world map when zoomed out too much.

4
General Discussion / Caravan Help
« on: February 20, 2017, 10:07:47 PM »
I am having problems with my caravan, being that I cant seem to get the medicine off my muffalo to help treat my people, does any one know if its possible to manage the caravan items?

5
Ideas / more info on factions on world map
« on: February 19, 2017, 11:35:15 AM »
there should be more information about factions on the world map, if i click on a settlement there should be a bit of text that shows my current standing with that faction

6
Ideas / look at the top mods and see what they are doing and why
« on: February 19, 2017, 11:33:35 AM »
my quick suggestion would be to look at the top mods and and see what they are doing why.  It may pay to implement some of these features.

looking at the steam work shop and top mods through out the year I see
  • prepare carefully: with full customization of the embark: granted this was expanded this year so good job we are on track
  • camps: allow caravans to setup a camp: love it, great story telling opportunities and if your base is low on food you can send out hunting parties if there are few animals near by
  • RimFridge: adds refrigerated storage:  seems like this is something to improve labor efficiency, granted this was semi solved with the expansion of the time scale BUT i have still had situations where I had to move a production building closer to a stockpile
  • Misc. Training: adds training workstations for some skills,  this I kind of like, at least to the point of training up to a basic level  having one doctor with a skill of 0 who level sup really, really slow, who you don't even want to level up because that means your colonists have to get sick or ignored with a crap doctor sucks (maybe limit to rank 3 or something, or make these books you can buy, or like animal training add a training mechanic beyond neural trainers)
those are the top 5 and each seem pretty decent

7
Ideas / get rid of auto join colonists
« on: February 18, 2017, 10:15:00 PM »
please, please, please, get rid of auto join colonists, Had a can were i got hosed by to many people joining due to limited food production, anytime any one wants to join the colony there should be a pop with accept or deny, there should also be a dismiss option to kick people out.

8
Ideas / more planet charecter/animals
« on: February 14, 2017, 11:14:14 PM »
one of the things i would like to see is more character to the planet, an easy way to do this could be regular astronomical events, ie comets, meteor showers, hurricanes, things that can happen in regular, predictable seasons.   Another easy option would be to ad a migratory animal, the rare thunder thing is a nice touch but what about a large herd of penguins (or alpha beavers) that have a set migration time/path,  for something like penguins they could migrate to the far north every year to lay their eggs(which players could raid) (this would be a great food source for those who choose the ice shelf challenge as well), this means the animals will not be seen in certain areas during certain times of the year but will be seen in large quantities in other areas.  This behavioral pattern can impact other things, for instance maybe muffalo are highly aggressive between late spring and early summer during their rut.

9
Bugs / friendlies have arrived and they are murdering my prisoners
« on: July 04, 2015, 11:15:37 PM »
well the subject says it all
for some reason some folks I had captured who were secure in my holding room were murdered for no reason when "friendlies" arrived to help me.  (prisoners were not berserk), oddly this happen twice with one set of prisoners who had a low chance to join.

10
Ideas / Re: worg improvments
« on: July 02, 2015, 12:42:04 PM »
other great things that could happen, they could rip off a limb and run off with it, maybe they could fight over it.

11
Ideas / worg improvments
« on: June 26, 2015, 04:56:33 PM »
worgs should eat colonists, not just wound them and leave them alone.

12
Ideas / ammount of daylight
« on: April 30, 2015, 03:13:24 PM »
adjust amount of daylight based on location on planet /time of year.
perhaps adjusting daylight on planet gen too (year/season length???)
worlds with multiple stars/moons.

13
Ideas / Re: non interactive joy tasks
« on: April 21, 2015, 02:29:37 PM »
im not sure if relaxing socially gives joy to people who interact with said person but you could put the hospital bed in the dinning area.  not sure how tv works in the game but its worth a shot.

14
Ideas / granulating manufacturing
« on: April 21, 2015, 02:03:15 PM »
Manufacturing menus really need an upgrade
first of is the fact that really only one thing can be produced at a time with out moving things up and down in the menu, what if you want to make two different items and only have one person who can craft stuff? you have to go through the menu and alternate,    a check box to allow players to build even amounts of items so that my colonists can have both pants and hats would be nice.
secondly manufacturing really needs to be separated
 brewing, cooking, and butchering should really be separated, often times i hunt in large spurts and want everything butchered first and its annoying that your cook is spending all his time making beer and you run out of food, a simple solution would be to allow production priority much in the way you can set job priority.

15
Ideas / player control over difficulty
« on: April 21, 2015, 01:53:10 PM »
now that difficulty has stretched to many different aspects of the game why not allow players more granular control over it? a few sliders with various options such as growth or yield amounts, siege sizes/difficulty.

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