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Messages - Muxsey

#2
Bugs / Re: flaw in roofing system
November 06, 2013, 04:46:18 PM
Hey Matt,

Tynan has mentioned that he will be re working the roofing system in future builds, so hold tight. I know how you feel as I've done exactly the same myself, ruining an entire solar array.
#3
Ideas / Transporting Raiders
November 06, 2013, 04:43:45 PM
I was thinking a little while back about how raiders could potentially always be "worked around", whether it be using some sort of small hallway method, waffle filtering or any other weird tricks.

I wondered about the possibility of the odd transporting raider, not too often.. but just enough to keep people on their toes. This raider would transport directly into your base past your defenses just to cause a bit of havoc. Obviously you'd probably want to set a limit to how many could transport in at a time, but the idea of it is similar to that of exploding circuitry.
#4
Bugs / Spam Notifications with unsupported roofs.
November 06, 2013, 04:16:17 PM
Just a small one, really!

When having a large non-roofed area, you will (as designed) get a notification regarding the fact that it requires pillars to support it.

If you dig another block in the area, or several, you will receive the same notification each time.

That's it for now, other than that all seems good!
#5
Ideas / Planner Tool
November 04, 2013, 03:52:31 PM
A quick suggestion that I'd like to see at some point is a planning tool.

Having played quite a bit of Prison Architect, I really do find this tool invaluable, it basically allows you to put down a basic plan without spending so you can forward-plan your areas and ensure they all fit neatly before even beginning building.
#6
1. What is your writing experience?

Writing wise, I've only ever ran gaming teams, competitions etc online in the public domain online. I do however have to write up big project documentation, plans, system-wide changes and more in my current role at work. This involves quite a lot of my time so although I've not done anything community-wise, I feel I'd really step up to the plate and enjoy the role here.

2. Why do you want to help out?

The two main reasons that spring to mind for me personally;

1. The Game
2. The Community

These two core factors are what got me interested in the first place, and are exactly why I backed the project. It was so refreshing to see a really original game being made and even more so to see that the community come across really close-knit and willing to help each-other out.

I also spend a lot of my time at home online, and have been running teams, events, leagues etc for the last 12 years. I have a major interest in anything Sci-Fi movie wise or game wise, especially with games that let you be extra creative and "make your own path".

3. How much are you available to help out?

Availability wise I am practically online every single day after work, especially during the week. Every other weekend I'm usually online all day/evening. I'm based in the UK time zone as I live in Jersey, CI so this may also prove helpful if you've not got many people in this jurisdiction.

A bit extra about me;

My names Jonathan, I'm 26 years old and started using PC's after earning my first one peeling potatoes at the age of 14. Ever since then, I knew that I'd like to play some sort of role in the I.T field, whether it be actually running some sort of community (or helping in one), gaming teams, services etc. I now run my own successful I.T company locally, as well as work for a 3rd level Web-Platform support team as my "normal" career.

Feel free to ask me any more questions, I'm always on IRC (thanks for your quick chat earlier, Tynan) and this will be a very exciting thing to be part of for me and a great opportunity to get a bit more involved in something instead of simply enjoying the content!
#7
General Discussion / Re: Why did you back Rimworld?
October 25, 2013, 04:38:58 PM
I backed it after seeing an obviously dedicated person behind it on kickstarter via the PA forums, honestly.. the whole game/idea is brilliant and I'm starting to love Indie games moreso than big ones lately, it just seems that a lot more goes into them and they really listen to their community more.

The community here was also a big turning point for me - believe me going on to a forum and not seeing the usual everywhere is great.
#8
Quote from: Tynan on October 24, 2013, 10:48:15 PM
I really really want to do archaeology. I'm going to do proper stockpiles before then, which will make a huge difference. But I think the first big thing after that will be archaeology.

Here's my (super rough) notes on the module. These are not plans or promises, just thoughts. Do not get mad if the module turns out differently.

+1 for Archaeology... it seems so fitting for the game and it's style imo.
Quote
Archaeology
Spawn some ruins of old bases above and below ground. Don’t be wimpy, use big interesting spaces with pillars etc. Make a stone wall and ancient metal wall buildings.
Some ruin walls are extremely difficult to take down.
The ruins fill a corner of the map.
Megastructures â€" giant walls crossing the map, etc.
Mechanoids who take weeks to awaken once disturbed. You have to build killing apparatuses around them.
Sometimes you unearth WMD and it starts ticking. It you can’t stop it or wall it in super-well or research it to death in time it dies. The timer runs at least a cycle.
Archaeology victory.

After that it will be modding; I really want to see what people do with the game!
#9
General Discussion / Backed, wanted to say hi!
October 22, 2013, 12:12:38 PM
Just popping in to say hi to everyone after pledging 40 (pirate name).. I actually found this through Prison Architect's community and thought I'd have a look, now glad I did!

Good luck and I can't wait to get a glimpse of the game!