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Messages - Triblade

#1
Quote from: Justin C on April 06, 2016, 07:15:53 PM
Hey guys. I will be starting work on the A13 release tonight.
You, Sir, are great for doing this for us! Kudos  ;D
#2
General Discussion / Re: Who are your YouTubers?
December 21, 2015, 10:22:22 AM
Nobody for Direwolf20?
https://www.youtube.com/user/direwolf20

The best youtuber, only has a bit of trouble now deciding what to do with his channel.
#3
Off-Topic / Re: Count to 9000 before Tynan posts!
September 04, 2015, 03:11:21 PM
 1520!

8)
#4
Mods / Re: multiplayer mod?
September 04, 2015, 06:34:48 AM
Sorry for posting....  >:(

If I wanted to harass anyone, I would create another thread. Also, if you don't like the subject, stay away!
You're welcome to positively contribute through, so please do  ;D

Anyway, the thing about the Factorio blogs, I wouldn't post them if I didn't read them. And a shame that you made accusations before asking!
The thing why I posted it is twofold:
1) It IS possible/doable;
2) Because those lessons learned it can be done faster.
#5
Ideas / Re: Multiplayer
September 04, 2015, 02:19:24 AM
Quote from: TMAN80SS on September 03, 2015, 10:57:34 AM
If multiplayer were implemented in a single world and everyone worked in the same way with the same methods to reach the same goals things would get rather messy and a pvp situation would be very hard to avoid.

Eg; Farmers harvesting and stealing crops and storing them in personal stockpiles, compact iron being finite, animals being finite ('ish) and friendly fire from laps in ai actions...
Sounds like you have only one character?

I discussed co-op in one team, so nothing like there would be PVP or FF possible anyway.  ;)

Even if there would be separate teams, just don't be able to harvest from crop's you didn't grow, increase drops, increase respawn rates etc.  :P
#6
Mods / Re: multiplayer mod?
September 04, 2015, 02:13:36 AM
@Z0MBIE2, it does not, but it does illustrate the possibilities. And with that we, the players who'd like MP, keep hope.

@ Coolpay, I don't agree with anyone saying that another should jump!! That said, even Kerbal Space Program has MP modded in, so in the least why could it not be the same here?
#7
Ideas / Re: Multiplayer
September 03, 2015, 09:43:31 AM
I really don't know about the ins and outs of 2d/3d programming, but as far as I can see how deep this game is I guess he is knowledgeable enough to optimize it as he find it 'fun'.  8)

3D... I don't know. In my experience, everything that had gone 3D from 2D was less fun or less good looking.

But I guess Tynan is a tad more concerned about making it feature complete instead of currently optimizing it at the moment. Which is fine IMO because he can't do two things at the same time on his own. It will come I think  :)

That said, multiplayer is not per sé needed for a good game (looks at Fallout, Dragon Age and other good RPG's) but it does create a much longer lifespan for the game.
#8
Ideas / Re: Multiplayer
September 03, 2015, 09:04:35 AM
I read somewhere in here (forum) that Tynan purposely didn't make them larger because it would slow the game too much. But maybe that's a long time ago?

Anyway, indeed, the share armies mode is the thing I think. Character locks are just a handy tool to prevent certain characters to run back and forward because two players are clicking them to the other side of the map  ;)

I still hope for MP someday!! But let's finish the game first  :P
#9
Ideas / Re: Multiplayer
September 03, 2015, 04:26:42 AM
I posted the same in a multiplayer-mod thread. Because I think this is a more suitable place to put it, I just cross-post. Sorry for that in advance  :-*

Anyway, on topic again,

Multiplayer can be done. Factorio is an indie game (great one at that) that has successfully implemented MP. Although they are still working on it, they made blog posts about the process. One thing why I've spent a lot of time in Factorio is the multiplayer component. When i'm on Skype with friend(s) the chances are >90% that i'm going MP.

See a few here:
http://www.factorio.com/blog/post/fff-55
http://www.factorio.com/blog/post/fff-76

As you can read there, that system could very well work with Rimworld!  ;D

As my friend loves these types of games (dwarven fortress etc) we would live to play together in it.
I would implement it like Age of Empires. Co-op within the same team, with a color highlight (just an idea) around the character one of the players has selected. That character is then locked to the player controlling him, until the char is de-selected.

Two colonies within the same 250x250 map could work as well, but I like co-op in the same team.  ::)
#10
Mods / Re: multiplayer mod?
September 03, 2015, 04:23:02 AM
Anyway, on topic again,

Multiplayer can be done. Factorio is an indie game (great one at that) that has successfully implemented MP. Although they are still working on it, they made blog posts about the process. One thing why I've spent a lot of time in Factorio is the multiplayer component. When i'm on Skype with friend(s) the chances are >90% that i'm going MP.

See a few here:
http://www.factorio.com/blog/post/fff-55
http://www.factorio.com/blog/post/fff-76

As you can read there, that system could very well work with Rimworld!  ;D

As my friend loves these types of games (dwarven fortress etc) we would live to play together in it.
I would implement it like Age of Empires. Co-op within the same team, with a color highlight (just an idea) around the character one of the players has selected. That character is then locked to the player controlling him, until the char is de-selected.

Two colonies within the same 250x250 map could work as well, but I like co-op in the same team.  ::)