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Messages - TimMartland

Mods / Re: [Request] Pirates only mod?
December 16, 2014, 02:06:22 PM
Quote from: RawCode on December 14, 2014, 12:44:28 AM
Yes it possible, please explain more about what exactly events you want and I will assemble such modification.

Currently you can simply open world file in editor and make trials and mechanoids friendly.
Thanks for the offer!
I kind of wanted primals and mechanoids to just stop existing in my game, leaving just pirates. So you would be attacked by all the pirate waves (Drops, raids, sieges) but not by the other two factions - preferably they would not even appear on the map. I feel personally they jar with the hard-SF feel of RimWorld and I dislike them from a game-play standpoint too (Half-dressed people with rocks overwhelming assault rifles and explosives in a roughly 1:1 fight?).
Mods / [Request] Pirates only mod?
December 11, 2014, 04:22:48 PM
Would it be possible to alter the game so only the pirate enemy types will appear? I kind of dislike the tribals and mechanicals both in gameplay and story, so returning to just human friends and foe would be great.
This includes all factions, regardless if they are friendly or not
Wait wait wait. You have virtually infinite metal, and you aren't happy about it?
I don't understand some people :D
Unfinished / Re: [FULL CONVERSION] Unknown World
May 04, 2014, 06:26:44 AM
Maybe you could replace trees with some kind of crystalline structure that can be mined and used to generate power. Trees aren't all that unknown :D
Unfinished / Re: [FULL CONVERSION] Unknown World
May 03, 2014, 03:43:26 PM
As has been mentioned, it would be awesome if the planets atmosphere was infact poisonous. Your colonists might have rebreathers, but having to use them would make them very unhappy and there would be a chance they could fail if they were damaged, resulting in pain, despair and death. You could use atmosphere generators to make the air breathable within areas, but to work the area would have to be sealed completely and if the seal was broken the gas would escape. This would result in some cool airlocks where the gas escapes and is refilled to protect the larger indoor areas of the base.

Maybe you could add prefab walls too? Like a wall that is super-flimsy but can be made really cheaply from a material called 'Prefabricated panels' found in the wreck or bought from traders
Unfinished / Re: [Unfinished Mod] CloneVats
May 03, 2014, 03:39:08 PM
Looks awesome, but I'm confused.
How do you clone stones? How??? :0
I'm pretty sure you can only clone living things so they grow. Actually screw that. Game logic.
General Discussion / Re: Moving forums to XenForo
May 03, 2014, 03:36:11 PM
I don't think we should move. But then again, my opinion is probably invalid as I am allergic to both change and effort.
Ideas / Re: Fire extinguisher = Water balloons
May 03, 2014, 02:39:37 PM
I would rather have metal pump extinguishers made from metal than water balloons. Its a cool idea, but I think water balloons would look kinda out of place in a grim frontier colony. They wouldn't be very good at putting fires out anyway :)
Ideas / Re: Turret gunners
May 03, 2014, 02:35:30 PM
I think that the advantage should be the emplacement uses the colonists accuracy. So a marine operating a turret would be massively more accurate than the auto-turrets are. Inversely, an engineer or noble operating a turret will just spray bullets randomly (and quite spectacularly) into the sky and might even manage to get their fingers caught in the loading mechanism. Them nobles...
Let the Science vs Religion debate begin anew in YET ANOTHER forum!
I don't think religion should be put in the game because
1. Its another complex system for players to have to contend with.
2. It adds very little gameplay-wise for what is an 'expensive' project for the dev to complete.
3. As we have seen by this thread, it would cause a lot of arguing. A lot.
4. If the religion system had buffs for being good to the gods it would sink the games 'hard sci-fi' feel.

Maybe maybe MAYBE religion could be snuck in on the coattails of character traits. You could have a 'Deeply religious' trait which prevents them from fighting and maybe eating certain types of food. They could also (In rare cases) argue and dislike people do not follow their religion, especially sciency characters (I'm not saying scientists can't be religious because they can and that's fine, but simply for ease of programming it could be simplified to this. Keep in mind this is only in the 1% case that you have a real religious nut rather than just someone who sticks to their faith)
General Discussion / Re: How to publicize RimWorld
April 28, 2014, 01:19:19 PM
I though Gamersdissent did an awesome playthrough of RM, and he's pretty big. Awesome channel, go check it out.
Ideas / Re: This has got to stop :)
April 27, 2014, 04:34:01 PM
The tribals attack in such ridiculous swarms you just cant defend. Since they are only in furs, maybe Tynan should drastically lower their defence/HP because they seem to be able to soak up as much damage as armoured raiders which is kinda silly.
General Discussion / Re: The Big Patch Notes Topic
April 27, 2014, 01:34:06 PM
Quote from: Tynan on April 21, 2014, 05:58:43 PM


General Discussion / Re: The Big Patch Notes Topic
April 21, 2014, 03:06:02 PM
Any estimates about what version the field guns / artillery are planned for? I think it would be awesome to have a line of 2-3 WW2 style flak guns or long ranged artillery to shoot down or shoot up raiders.
Ideas / Prisoner escapes
April 21, 2014, 03:04:23 PM
Perhaps if you had a particularly nasty raider in one of your cells they might try and escape? Some might wait and attack the person bringing food in an attempt to leave. Some might steal sharp objects to arm themselves. Some could slowly sabotage the door to make it lock open next time it is used.
Or some less intelligent prisoners might just start shouting and mess the cell up a bit.

The current prison system can be a bit flat, so more prison architect style antics might not go amiss.