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Messages - SuperCaffeineDude

#1
Good call, has a vanilla look to it, I'll have to download it.
#2
Yeah I agree with thirite, something a little simpler than Medieval Times would be great.
I'd like less elaborate looking armors with a crossbow (early sniper), sidenote; why does this space-western not have Revolvers?!
Maybe if "Chemistry" was a prerequisite for firearms? And "Mechanics" for advanced firearms.
I don't know there's a lot of advantages to metal bows/crossbows since ammo isn't a thing though :/ I guess I'd like it to be.
I'm unsure about bronze (an unfeatured resource) and lamellar armour, but I could see rod and chain armor maybe.

My game of tribesmen in a tundra went alright using the lumber fed workstations, but I had to advance to electricity within the year due to food spoilage (less of an issue in winter) and diminishing wood supplies.

For me I would like less combat oriented updates, I would have liked to;
Smoke my meat (rather than do that veg-meat combo I can't really recall the name of).
Have bodies create some heat.
Sleep outside in hide-tents (aka beds)
Either have the parka unlocked or have an alternative, like cloaks maybe (good against heat & cold??)
Craft the Strongbow without the smithy bench.
Craft a conical-hat or Shemagh/Headscarf, later a tailored Thawb/Robe overlayer for hot weather (heatwave in a tundra idiots dying in parkas wtf).

Those are the simple ones I can think of.

#3
Like in Rust? I'm for it, ancient blueprints that perhaps bypass the research system would be cool. I especially like the idea of reverse engineer items.

I'm playing from the lost-tribe start, and it feels like the research process could be a lot more involved.
#4
Ideas / Re: More Global Landmarks
January 01, 2017, 02:16:22 PM
I hope so, I know a big requested feature is to see the migration of attackers, traders, and herds.  And it was suggested in future there'd be a variety of base types, which I'd love to see the different event chances tied to, provided you're within a its vicinity as with attacks.
#5
Ideas / Re: More Global Landmarks
January 01, 2017, 01:10:16 PM
The challenge is largely player defined already, I dislike playing in the hot biomes but like the challenge of an open tundra for instance. Most of the times I play DF I play near a tower or in a freezing biome just to keep things interesting. Regardless this would make for an interesting meta.

Perhaps some elements like ruins could be hidden, and as I suggested things like ship-crashes and animal-dens would spawn randomly. You could have events where a pirate/mech/ancient-cryo/infested ship crashes nearby, but I would love it to be (potentially) within our power to put a stop its effects.

(Sidenote: It'd be great if predator-dens and tribal settlements lowered the amount of prey)

Now that we have a globe to traverse we need reasons to head out imo.
#6
Currently there are many events that I really find a little arbitrary, what I would love is if those events were tied to landmarks.



For instance an "infestation" event should be an incredibly rare occurrence, however if you are located nearer a Bug-Nest your risk of an "infestation" event  should be multiplied. Now rather than feeling arbitrary it feels like a challenge the player has set for themselves embarking in that way. Similar to Dwarf-Fortress's Necromancy Towers.

A difference might be that Volcanic-Winters, Toxic-Fallout, Psychic-Drone, Animal-Insanity, etc, should be an event that occurs over a sphere of influence from a landmark tile, affecting all encompassed tiles. For instance weird psychic events occur near Ruins inflicting nearby settlements and caravans with the same event.



Landmarks could spawn "naturally", using assets like the Psychic-Ship & Poison-Ship that then affect nearby tiles, needing you to journey out and stop them from causing Psychic-Drone/Toxic-Fallout. Similarly other landmarks and their effects can be removed by force. Whereas a heat-wave will remove itself, and a volcano is a permanent landmark.

Having as much as possible tied to an actual cause removes a lot of the angst I get from a bad roll of the dice, i'd love to see something like this as I feel it'd add a lot.
#7
Ideas / Re: Roaming Herds & Global Events
December 22, 2016, 02:04:43 AM
Being able to see migrating parties would be add a great level of depth to the game.

Currently a lot of events can feel quite arbitrary, i.e; "20 wargs attack you out of nowhere".

If we could see and intercept the migrations of animals, and later travelling caravans, it would make the game seem far more alive.
#8
Ideas / Re: New biome/instance map: Ancient city/ruin
December 22, 2016, 01:30:07 AM
Would be a big fan of this, with the game evolving into something less insular and more global this would be fantastic.

Right now there is a pretty silly amount of ruins in your starting location, I would propose that we lower the chance of ruins existing inside your colonies immediate surroundings and have them occur in the great wilderness. Like traditional D&D "Dungeons".

Some interesting ones might be Bug-Nest, Ancient Cryo-Vessel, Robot-Factory. And maybe moving the AI ship crashes to an event that occurs on the globe rather than your base.
#9
Ideas / Re: New Sexuality Calc
November 03, 2016, 04:37:45 PM
That is fine mumblemumble, I know you have strong views regarding sexuality.

O Negative, I understood that it was being resolved, and I feel like I agree with you regarding the article. Very disappointing, an author living in the exception trying to force a narrative where one does not exist. Regardless there is my suggestion.

The men starting a relationship, is also something that I would love to see tied into the conservativeness of each pawn and their background.
But on paper, men asking women out as the norm is seems fine to me, just tame down the stat would be my suggestion.

The problem with the "it's the future haven't we moved on yet" argument is that rimworld's lore is based around recurring history, so we need to ask what is innate to greater ape we call a human? So whilst being P.C is the easiest course, I would be somewhat disappointed if the simulation did not venture into portraying this aspect somewhat accurately.
#10
When I last played the brawler trait worked similarly, though of course it wasn't something pawns could decide for themselves, it would be nice if they could do more things that they might not like in order to survive.
#11
Ideas / Re: New Sexuality Calc
November 03, 2016, 11:15:51 AM
To jump on such a fire before it spreads, I'm making the difference more pronounced than I actually believe it would be, a space faring culture could be from anywhere, and could foster odd ideas, and allow for much more experimentation.

For instance in the sci-fi novel "The Forever War", due to population/breeding controls, being hetro becomes frowned upon, and the 21st century veteran and protagonist receives much flack for being hetro in a cloned army. The proposal though odd, is no stranger than other aspects proposed within the Rimworld universe.

The data I have been able to obtain is all heavily biased, either from LGB groups asserting as much as 20%, or a fraction of 1% from conservative areas. These are private details for many, with only a fraction of the population being surveyed and a certain % of them likely opting to lie or give no information.

But as mentioned using more easily adjustable variables is a start towards making these aspects easier to simulate.
#12
Ideas / New Sexuality Calc
November 03, 2016, 10:07:25 AM
Hi there, this great game somewhat undeservedly took a bit of flack, however I'd like to make some suggestions towards a new system that still simulates that discrepancy of nature & nurture, but in a way that is legible and easily adjustable.

Give each sexuality an adjustable percentage chance of occurring per sex.
Give each background a conservativeness rating, that will negate or even increase the chances of being LGB, and could influence religion, skills (like art), and other stats in time.

Here is some ork-ish of my idea laid out.

public class SexualityCalc : MonoBehaviour {
public bool is_male;
public bool digs_men;
public bool digs_women;
public float pawnLabido;

public float societyConservativeness; // should not really be more than the lowest stat...
//a spacer might be -25f, a modern 0f, a primative 2.45f
public float pawnConservativeness;
//how worried the pawn is about breaking convention, or how much they want to rebel

//Values should not exceed 100
public float percent_FemaleSex = 50.5f;
//Chance of being a girl
public float percent_MaleGay = 6.5f;
public float percent_FmaleGay = 4f;
public float percent_MaleBi = 2.5f;
public float percent_FmaleBi = 8f;
//Basic chance of being LGB, guessed since stats are very vague and seem bias.

public bool hasOccured;
//Has instance occured to pawn

//My Counters for example
public int counter_BiMale;
public int counter_BiFmale;
public int counter_GayMale;
public int counter_GayFmale;
public int counter_HetroFmale;
public int counter_HetroMale;

// Update is called once per frame
void Update () {
RollSex ();
}
void CalcChance(float chance){
hasOccured = false;
float roll = Random.Range (0f, 100f);
if (roll <= chance) {
hasOccured = true;
}
}
void RollSex(){
pawnLabido = Random.Range (0f, 100f);
pawnConservativeness = Random.Range (societyConservativeness - 0.25f, societyConservativeness + 0.25f);

CalcChance (percent_FemaleSex);
if (hasOccured) {
is_male = false;
} else {
is_male = true;
}
//Dudes
if (is_male) { //Homo
CalcChance (percent_MaleGay - pawnConservativeness);
if (hasOccured) {
digs_men = true;
digs_women = false;
Debug.Log ("Is Gay Male");
counter_GayMale++;
} else { //Bi
CalcChance (percent_MaleBi - pawnConservativeness);
if (hasOccured == true) {
digs_men = true;
digs_women = true;
Debug.Log ("Is Bi Male");
counter_BiMale++;
}else{ //Hetro
digs_men = false;
digs_women = true;
Debug.Log ("Is Hetro Male");
counter_HetroMale++;
}
}
}
//Ladies
if (!is_male) { //Homo
CalcChance (percent_FmaleGay - pawnConservativeness);
if (hasOccured) {
digs_men = false;
digs_women = true;
Debug.Log ("Is Gay Female");
counter_GayFmale++;
} else { //Bi
CalcChance (percent_FmaleBi - pawnConservativeness);
if (hasOccured) {
digs_men = true;
digs_women = true;
Debug.Log ("Is Bi Female");
counter_BiFmale++;
}else{ //Hetro
digs_men = true;
digs_women = false;
Debug.Log ("Is Hetro Female");
counter_HetroFmale++;
}
}
}
}
}


So using this a pop of 1000 "moderns" might host...
8 bi-male
45 bi-female
27 gay-male
23 gay-female
460 odd hetro-female
440 odd hetro-male


A 1000 pop medieval society might host...
0 bi-male
30 bi-female
23 gay-male
8 gay-female
447 odd hetro-female
492 odd hetro-male


A 1000 pop spacer society might host...
103 bi-male
106 bi-female
155 gay-male
132 gay-female
269 odd hetro-female
246 odd hetro-male


These were just one sample from the code, and the code and the stats I used are very primitive, but I'm just trying to communicate the basic concept here.

And as mentioned it'd be lovely to see other stats derived from the conservativeness of a people.
#13
I think I've mentioned this before but I'll reiterate my thoughts.

1. Allow the building of towers that can shoot over walls. And can only be placed outside.
2. Have the AI calculate less attractive routes into a base, i.e: when an ai-pawn dies it paints the surrounding area with a "no go" zone
3. Decrease the tigger chance of humans moving across simple traps.
4. Allow for windows, which provide mood boosting "natural light" (and vit.D), and with certain types shooting.
4.5. Allow for greenhouses which provide shelter for plants without using energy.
5. Decrease the quantity of base raids.
6. Increase robustness of crops, don't delete them when they are too cold (they're going in the freezer).
7. Make turrets less nerfed but more fallible, i.e. hackable, require maintenance, require oversight.
8. Make pawns less prone to permanent injury (especially to eyes).
9. Render Electricity much harder to harvest, and sustainable sources not immediately accessible
10. Allow for mining down nodes, like mine shafts, rather than have mining across the X&Y of the map which is necessary for steel.

Those are a few ideas I've had, I'm sure there's more that can be done though.
#14
Ideas / Re: Suggestions wanted: Animals!
July 23, 2016, 05:41:36 AM
Quote from: b0rsuk on July 23, 2016, 03:46:04 AM
Carnivores should prefer carrion and loose meat to hunting live prey. Wolves are currently like vampires, they must have FRESH BLOOD every time they eat. Bears will happily hunt colonists when there are corpses nearby.

Hungry bears should try to break into your food storage before attacking humans. To the point of bashing on doors. If a bear is attacked on its way to your fridge, it retaliates.

^+1 This^
Perhaps as a separate suggestion, but yeah maybe the animals could have a targeting (smell/hearing/sight) radius, and within that area they target whatever is the easiest pickings.

I'd love an update focused on animal behavior, i.e: pack/herd behavior, drinking/fishing, hunting/scavenging, fleeing, animal dens, etc. A lot could be done to make the environment more responsive.
#15
Given that stone-blocks have to be unlocked through research, creating stone-shanks, clubs, and the like should really utilize unprocessed stone I agree.
We need super low barriers to entry to the weakest weapons otherwise they'll never get used.