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Messages - BokaliMali

#1
Off-Topic / Suggest-a-game
January 14, 2015, 12:58:07 AM
For me, or anyone else who wants to try something new!

I'll give you some deets to work with: I've realised the reason I love rimworld has a lot to do with the slow gameplay. I can sink hours into this game without noticing. (I've literally had to set alarms when I start playing) I also like the simplistic graphics and the sense of excited exploration I get whenever I scope out a new embark site.

Same reasons I love Terraria. (Granted, it takes more reaction time etc. but you can still take your time, spending in-game-days to collect that armor upgrade just exploring around if you want to)

Now here's a kicker: I've checked out Dwarf Fortress and the unintuitive UI kills it for me. I've also looked at Gnomoria and... well, I like simple graphics but just the style of it bothers me.

SO I'm looking for a game that moves slowly, gives a sense of exploration, has fun, simple graphics and a not-infuriating UI. Not neccesarily in the colony building or crafting genre. (though those are the games I've enjoyed most in the past)

Not minecraft. I've played it to death.

SUGGESTIFY ME CAPTAIN!

Like.. like crunchify? Like the cereal? ... Captian... captain crunch? I'll let myself out...
#2
Ideas / Re: Your Cheapest Ideas
January 10, 2015, 04:27:31 AM
If you go into the incapacitated mech's health tab you can add an operation to shut it down. It's prioritized as repairing and you don't have to micromanage drafting pawns.
#3
Ideas / Re: What do you want in alpha 9/10?
January 08, 2015, 07:21:59 PM
Personal force fields are confirrmed to be in A9. They won't let bullets in or out. I'm excited about them: Love using melee. Combined with raiders being able to spawn as a group of exclusive melee-ers we'll have to be a little more creative with our defenses I think.
#4
General Discussion / Re: Trading Problems
January 06, 2015, 09:57:33 PM
Also make sure the goods you want to trade aren't under a rooof. Use the noroof region tool just to make extra sure.
#5
General Discussion / Re: How's the disease balance?
January 06, 2015, 09:52:14 PM
I usually see it just enough to be annoying but not so much that it's overwhelming. Haven't played on jungle recently though.

Is it supposed to be infectious? Usuallly 3-5 colonists all get hit at once but it never seems to spread beyond the initial few.  Maybe I'm just lucky.
#6
Stories / My favorite thing about ancient ship parts
January 05, 2015, 11:23:15 PM
is when they land right in the middle of my killling floor, right after I've finished positioning all my colonists in preparation for the assault from a group of 20+ pirates.

That was a great fight.
#7
Ideas / Re: Your Cheapest Ideas
January 02, 2015, 02:37:18 AM
I would definitely appreciate a little in-game warning popping up "Hey Buddy, you've been playing for three straight hours! Maybe time for a break."

I've found it's so easy to sink huge amounts of time into this game without noticing that I've had to set alarms before I start playing or else next thing I know it's 3am and I realise I still haven't made dinner. Granted, that's more a self-control issue than any fault of the game, but it's a cheap idea that I personally would like to see.
#8
Ideas / Re: Persistent Faction Population/Strength
January 01, 2015, 07:02:32 PM
While that would improve the immersive realism, it would lameify the endgame. Your fifteen cyborg-power-armored-super-colonists and 27 turrets vs. the last four members of the Monkeys of Revenge. Or a neverending stream of mechanoids.
#9
Ideas / Prisoner exchange/ransom
January 01, 2015, 06:38:33 PM
Every once in awhile a group of raiders will make off with one of my colonists, usually the hunter who didn't make it back to base in time. Far more often the raiders will be completely routed, leaving members of their group incapacitated in your base to be easily captured.

Sometimes though, these new prisoners have useless skills, unfortunate traits or are otehrwise undesireable for recruitment. Also, I tend to get attached to my colonists and when one gets kidnapped I cry out in angish, climb onto my roof and scream into the stormy night "WHY, MOO! WHY! TAKE MAXWELL INSTEAD! THAT GUY'S A TOOL!"

To the point: The ability to call up a faction and arrange a prisoner transfer to get your lost colonists back or a ransom to get some sillver while avoiding the 'sold a prisoner' debuff would be a nice in-between alternative for those colonies that are too morally righteous to execute, harvest or sell prisoners willy-nilly but still a little too sore at having been shot at to outright release them.