Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Drakortha

#1
Ideas / Tribal Expansion (DLC?)
March 21, 2020, 12:39:52 AM
We now have a Royalty DLC, I would like to see similar attention given to Tribal/Less Advanced Colonies.

The focus would be around playing the game at a low technological level and should provide players plenty of new gameplay possibilities when choosing to limit one-self to this technological tier. Because as of right now, this area of the game is very barebones.

Tribal colonies can have their own social hierarchy - from hunters all the way up to well respected elders/leaders. Spirituality should also play a big part with spiritual ceremonies replacing the usual colony parties, and acts like a new Joy meter exclusive to tribal colonies. There could also be a new zone for automatic foraging for food as an alternative to grow zones, as this is more in tune with a tribal lifestyle than using agriculture as a food source, and can be quite useful early game for most colonies.

What I'd like to see;

NEW Colonist Requirement: Spirituality
Similar to the Joy meter, a Tribal colonist requires a bit of spirituality in their daily life. This can be fulfilled by attending ceremonies around campfires or religious totems in their village. A tribal could also have their own shrine/totem in their room that they can gain Spirituality from. This requirement could also be fulfilled by wearing proper tribal clothing and headgear/weapons, hunting wild animals for food, or just being outdoors with their bare feet on the earth.

More things;
- An emphasis on non-electrical constructions

- More low-tech solutions for generating electricity (think Donkey Mills)

- Tribal Life culture. For example; the eldest member of the colony being assigned the Elder and may require his own superior dwelling, similar to pawns in royalty DLC. The eldest member of the colony shouldn't need to do any work, and should be respected by the other tribal members, who may even visit the Elder for spiritual advice, which satisfies their spiritual need. The Elder should be protected at all costs, for if an Elder is killed the Tribe suffers a huge debuff. After the tribe has been through a prolonged state of mourning, the next eldest member of the village will be assigned as the new village Elder.

- New building materials, sticks,straws, and clay. Sticks and Clay can be used to build walls, and straw can replace sheet-metal roofing.

- New art sculpture styles, such as tribal totems. Maybe can hang up corpses or severed heads on pikes to ward off some of the smaller raids

- New recreational activities such as dancing around fires or other spiritual gatherings around common areas.

- Stronger emphasis on outdoor lifestyle, or cave living. For example; no debuffs for cooking, eating, or producing things outdoors. Tribes should want to spend more time outdoors than indoors, in the sun with their bare feet on the ground.

- New Zone - Foraging Zone. Similar to the "Grow Zone", Tribals will regularly visit the foraging zone to harvest consumables such as berries/agave whenever they are ripe for picking.

That's what comes to my mind at the moment feel free to add your ideas :)
#2
Ideas / Re: Rimworld > Timber and Stone Multilayer layout
December 19, 2017, 11:08:47 PM
Great idea. Although I'm sure some people will be by soon to tell you why it shouldn't or couldn't be done.. as they seem to like doing in every forum I frequent.
#3
I think this would add great longevity to existing saves. Imagine you lose your main settlement in a raid. You must abandon your settlement with the survivors you have and start over at a new location. After some time once your colony becomes strong again, you could return to your old abandoned settlement and do a fixing up job on it. Restablishing the power, fixing the walls, building the defences back up, etc.

This would be far better I think than how it is currently, where once we abandoned a settlement, we can never return. Why lock us out of that gameplay option?
#4
Ideas / Re: Job Templates (Employ Colonists in a "Job")
December 11, 2017, 07:31:52 PM
Okay no problem. I'm just trying to think of a way to make things work more efficiently. I'm all about making my colony as efficient as possible but no matter what I do, I can't seem to do it. I am always having to go into the work menu to tweak things constantly. It also doesn't help that many activities fall under a single category.

Anyway I hope Tynan gives Work another glance and make some quality changes, it really could use it.
#5
Ideas / Job Templates (Employ Colonists in a "Job")
December 11, 2017, 09:42:38 AM
Hello,

With the way Work is now, it is very micro managing and not very efficient. To improve this, I think we could have a jobs system. This way you will not need to assign tasks to each individual colonist, but instead you assign them one of your custom job which will cover not only their tasks, but may also cover what clothing they wear and perhaps even display a title beside their name.

Some Examples

Job 1:
Title: Miner
Tasks: Mining, Hauling, Stone Cutting
Uniform: Devilstrand Shirt

Job 2:
Title: Constructor
Tasks: Constructing, Deconstructing
Uniform: Cotton Shirt, Yorkieskin Hat

Just give a colonist a job and you're set! No more hours upon hours ticking boxes in the work tab.

#6
I never knew this mod existed until now. If you ask me, its one of the few major features I feel are missing from this game. Will definitely give this a try once it's up to B18 :)
#7
Ideas / Make rescuing a colonist WORTH IT
December 06, 2017, 03:48:36 PM
I'm talking about when you get a call on the radio to help them, followed by an ambush. Every time I've gone to do this, as soon as the rescued colonist is healed and able to walk again, they just walk away..

I also tried the "rescue and carry out of map" option, which just resulted in the colonist healing up while in the caravan and disappearing.

#8
Bugs / Background "Noise" (Bad quality audio file?)
December 05, 2017, 08:56:13 PM
Hello,

I have uploaded a clip demonstrating the sound issue in the game. It seems this happens while things in the game are "Silent". When there's no wind or other atmospheric sound. Having worked in audio myself, I believe this to be caused by maybe a low quality audio file that is mean't to be filled with Silence, except this audio compression noise is coming through.

https://www.youtube.com/watch?v=EZApAekaUf0&feature=youtu.be
#9
Ideas / Re: New Social Activity - Sport!
December 01, 2017, 06:53:25 PM
I think maybe it could work in a similar fashion to parties. You set up a "Sport spot" (like the party spot). And on occasion, you will get a notification. For example: "Fred has organized a game of ball outside", or something like that. All colonists who participate get all the same benefits as a party. Relationship increases and mood boosts.
#10
Ideas / New Social Activity - Sport!
December 01, 2017, 06:44:21 PM
I was trying to think of more ways for our colonists to interact and socialize in a positive way and I think Sports would be the perfect new activity! It could boost the mood of our colonists by being outside, exercising, and building relationships.

Also I believe it would fit the theme of Rimworld perfectly. Playing sports seems like it should be a very integral part of a thriving colony. Since also fitness isn't something we're explored yet in Rimworld. We have the body types, nutrition in food, but we do not yet have exercise in the game.

Sport Ideas:
Soccer,
Dodgeball,
Basketball.

I think these 3 could work great on screen with the ball and our colonists :)
#11
Help / Re: I need help with a migrated save
November 27, 2017, 08:23:36 AM
Hello, I would like to conclude that the script author helped me with the problem. I had to go back to my Alpha 15 save and take the colonist out of his cryopod and deconstruct it, then we migrated the save over to version 18 again. Now no issue.
#12
Theres a bloody fight going on outside my colony, I have my best fighters out there battling the enemy. There is fire all about..

Then when I least expect it, a lowly common colonist runs into the crossfire in his fabric shirt and pants to beat out a random fire on the battlefield, and is shot and killed.

How many times does this happen? Always.

The only way I've found to prevent this from happening, is to Draft all of my colonists and put them in a room somewhere. Or lock doors, etc. I get that is a solution but to me it feels too much like babysitting..

There is already an option in the Assign menu to enable automatic fleeing or fighting when attacked. Why not have a setting for "stay well away from combat areas". Or maybe let us assign safety emergency zones that we can assign our weaker colonists, so that they will take themselves to safety if a fight breaks out.
#13
Help / I need help with a migrated save
November 26, 2017, 08:47:12 AM
Hello,

I have had my Alpha15 save migrated to version 18 using this script;
https://github.com/afit/rimworld-save-migrator

But I have run into an issue. My colonist who was inside a Cryptosleep Casket has disappeared from the colonist list. The Casket is non-interactable, I cannot break it either. In it's info box there is an error.


And here is from the developer console;
#14
Bugs / Re: Vanished Map Icons (Converted Map from 17b)
November 26, 2017, 05:10:24 AM
That fixed it.. thanks  :P
#15
Bugs / Vanished Map Icons (Converted Map from 17b)
November 26, 2017, 04:41:30 AM
Before updating to version 18.


After updating.