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Messages - Didact04

#1
Releases / Re: [A16] EPOE Hardcore Version 1.1
December 28, 2016, 08:41:31 AM
You realize 300 plasteel is over half a ship reactor's worth of plasteel, yes? Tone it down a bit with the component costs.
#2
Mods / Re: MOD REQUEST: Trucks/Vehicles
December 27, 2016, 10:13:11 PM
Christ...now I'm envisioning raiders doing rogue drive-by's on motorcycles, plucking limbs with sniper rifles and lobbing grenades into doorways.

Kiting Hell is a real place.
#3
Turbo crops: No. Mess with scenarios.
Mounts: Animals fall too early in combat and it sounds like a lot of coding for a niche purpose.
Tribal/early game speed things: You could also just tweak the stats in scenarios. Base speed 200% or something.
Lesser events: Scenarios.

Extra dev kit tools: There's a section for that.
Mass crop boosting: Scenarios.
Instant building with supplies: do you want cheat mode, or to play by the rules? Because one inherently makes the other pointless.
Naming animals without nuzzling: Not the worst idea. I could get behind it.
#4
I think there will have to be a special pool of backstories set aside for children born to the colony. I have no idea how genetics would work out, or the development of traits.

Genetics in particular would need a lot of stuff in the back end but certain traits could probably get inherited, assuming it's an appropriate trait to do so. I don't expect 'kind' to get passed to their child, for instance, but 'depressive' might.
#5
Ideas / Power Sags instead of Instant Blackout
December 27, 2016, 09:55:40 PM
When real electronics don't get sufficient power, they don't instantly click off. Instead, they run at a portion of their efficiency proportional to the total amount of electricity they are receiving over the power they require to run at full capacity. Total blackouts don't happen unless power straight up stops flowing, like a line gets hit and an entire section of city is without power. Insufficient power over a network creates a brownout, or power sag.

During a power sag, things run less efficiently. This would give a player enough time to deal with the situation since their colony can kind of function in this state, and also allow them to more or less maintain productivity as opposed to being unable to do anything until there's enough power to run everything at 100%.

Furthermore, it would also make battery banks more representative of what they are in real life: a buffer. Not a true storage. When your batteries are out, power is still flowing through them, it's just not accumulating. This is not the case in this game, where insufficient power is functionally equivalent to no power.

This would also make hydroponics in particular a more attractive option, since their biggest downfall is that if you ever don't have power to everything in your entire grid at 100%, your crop is dead at the drop of a hat and you can't really do anything about it.

All in all I think my suggestion would solve a lot of problems the game's current power system has and would increase quality of life for the player, as well as having the added bonus of better reflecting reality.
#6
Outdated / Re: [A16] Combat Realism v.1.6.9.2 (28.12.16)
December 27, 2016, 08:53:19 PM
Wowie, A16 really threw a wrench into this mod, huh?
#7
Releases / Re: [A16] EPOE Hardcore Version 1.0
December 27, 2016, 08:43:16 PM
Hm. I think I'll try this mod out. I was initially against it but idk, maybe it's good for me.
#8
Releases / Re: [A16] EPOE Hardcore Version 1.0
December 27, 2016, 03:22:39 PM
Idk, I consider being able to walk as if I have partial use out of the one leg I have no foot on to contribute to my colony significantly. Same with not having to pay premiums on trade of wait thrice as long to recruit people if I have no eye or ear.
#9
Ideas / Warn Player of Potential Drop Pod Inaccuracy
December 26, 2016, 04:30:13 PM
When you're talking about physics it makes sense. The pods launch themselves through the air at nuts speeds and suicide burn to a halt at the last possible second in the general vicinity of the landing zone. Maneuvering thrusters mean that the pods can stay together as a group with minimal variation, but you're launching a ball of metal out of a big gun at potentially extreme distances. Even if you only fire one, it won't land exactly where you tell it, just because of inaccuracies in calculation and minimal variations in air patterns scewing the numbers slightly.

I happen to play a lot of space and physics-based game, so I halfway expected the single lone to not land where I clicked, but a few tiles off - straight through a roof and seriously damaging some equipment, but I was still not warned, and it came as something of a surprise despite knowing the potential for such.

I feel like it would be prudent to at least give a special popup warning a player activating theirs for the first time that there could be some error, and prompt them to double check that the landing zone has enough clearance to make up for any inaccuracy from the launcher.

Given the option of fixing three to eight holes in the roof and having to replace some appliances, I think most players would appreciate a note of caution.

That is all.
#10
Excellent. I didn't realize how much I hate the infestation mechanics till I saw this mod, where it dawned on me that I just go dev mode and destroy the hives instantly than deal with them. Interesting bugs would be preferred as well.
#11
Has anyone tested this for it it works in A16? I don't know enough about the update to know if it would break the mechanics implemented.
#12
Quote from: Hydromancerx on December 26, 2016, 06:40:05 AM
save this mod

The mod doesn't need saving, it requires re-wiring. This tends to be rather laborious and tedious, and must be done by someone who understands the code. Learning how to use existing code looks scarier than making it yourself and learning it that way.

Someone stepping up would potentially help divide the work load, but the mod's life doesn't depend on it.
#13
Outdated / Re: [A16] Combat Realism v.1.6.9.1 (21.12.16)
December 24, 2016, 02:24:43 PM
I'm more bothered by the fact that if you tell someone to pick something up, you can't get them to drop it again. Hope your weight didn't go beyond tolerable levels or your pawn is permanently crippled.
#14
Quote from: SandyDorf on December 24, 2016, 01:13:17 AM
Thank you very much for this mod. I has felt weird landing gently in alpha 16 with no hives or mechanoids or wildfires out to kill me before my people even stop vomiting!

Seconded. Landing quietly with a handful of gear just doesn't feel right. Crash Landing has become vital to my Rimworld gaming experience. Waiting with baited breath for that update!
#15
Pawns won't seek salt out, I don't think, but animals will. I managed to survive for a while off of salt while waiting for crops to come in for my famine-stricken extreme desert colony, which was kind of silly. Had to manually order pawns to eat it, though.