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Messages - Swat_Raptor

#1
Ideas / Re: Dead end skills (research and mining)
October 06, 2017, 03:36:22 PM
Mining really isn't a dead end skill .

that miner can go from one map tile to another and keep mining.

#2
General Discussion / Re: Mods you concider "must have"?
September 21, 2017, 02:32:49 PM
Auto seller-  it allows you to set up scripts to sell your stuff, and automates your pawn to initiate the sale, and figure out the best mix of things to sell to get all the traders available silver, all you have to worry about is producing the goods.

#3
I sometimes accept these chases but really never as a source of recruitment, I either say yes because of a few reasons

1: the chased is a relative and I don't want the mood debuff.
2: I really want a tough raid, usually out of boredom because I haven't been attacked for some time.
3: I want their stuff

Really whenever I say yes anymore I arrest the Survivor leave them in the jail cell near map edge and leave the door open.

I wish there was a way to give Temporary refuge to the chased, they stick around for a for a while then leave.
#4
Stories / Re: Reincarnation is a %^@#%
September 20, 2017, 09:21:36 AM
Are you sure there not a cylon
#5
Ideas / Re: Water Monsters
September 15, 2017, 11:57:59 AM
I like the idea of Penguins, Seals, crocodiles, and maybe land Sharks (another genetic experiment gone wrong).

have them retreat to the water after a while or to sleep, and disappear from the map and pop back in after some time.

have manhunter packs come from the water.

Have crocodiles hide in water and pop out of water and marsh tile and stun and attack their targets. You now have to be much more cautious around water.

#6
the basic idea has been suggested before, a floor based fungus which spread on tiles with overhead mountain and applies some kind of debuff / infection and provides another disincentive to the mountain bunker base strategy.

the idea of such mushrooms being used as a deterrence for building your base into the mountain like greedy dwarves. well IIRC infestations were such a deterrence, and maybe the DEV thinks some more deterrence is needed and maybe not. It would for sure tick off alot of players thou.

#7
yea a lot of these mods that have been suggested are not OP, and perhaps only slightly vary from the Vanilla Game, but the truth is that when you add a few of them together, their cumulative small deviations from the Vanilla game ADD UP, and at some point their cumulative differences push your modded game out of the Vanilla Category.

Therefore I'm carefull with the Term (Vanilla) and (close to Vanilla),  and really this distinction will be very important if we ever get some kind of multiplayer or shared world setting.

One person looks at their friends modded world which they labeled (Vanilla) and they wonder what they mean when they use the term.
#8
Quote from: tonsrd on August 19, 2017, 10:08:35 AM

can you post forum link / github links for these 3 mods ( downloads ) I can only find a16 for numbers

http://steamcommunity.com/sharedfiles/filedetails/?id=939597551
#9
Outdated / Re: [A17] Military Melee
August 17, 2017, 11:22:12 PM
Quote from: Canute on August 17, 2017, 07:54:17 AM
A medieval weapon (longsword/katana) can cut your hand better then most of these modern knifes.


Most of these Modern melee weapons are used by soldiers for their utility, or for stealth, or their easy to include because they are small and light weight. 

but this mod would mesh well with the side arm mod with the weight restrictions on.
#10

Quote from: Trblz42 on August 17, 2017, 12:22:32 PM
Misc. Training & Quality Builder can be used to improve skills. The silly/tedious vanilla alternative would be build several beds out of stone blocks or to have someone drafted and shoot at walls.

Tilled soil - ok maybe not vanilla enough but what about "Super soil" - it requires a lot of research and it is (very) costly to improve the soil.
Hospitality - why do you think it's too OP for vanilla?


Your initial question : I would like to know which A17 MODs you consider that are not OP, close to Vanilla and still improve the overal game experience.

the definition of vanilla (in software terms) as I understand it to be, also the Wikipedia definition : programs are called vanilla when not customized from their original form

your qualification was close to vanilla, so I was assuming you were asking for mods which were quality of life improvements but didn't add any features or alter recipes from Vanilla values, and which didn't affect game difficulty in a Direct way.

Hospitality mod opens up many new avenues for trade and recruitment which you would not have in vanilla, consider a mod which doubled the population, or increased the frequency which traders came, this is obviously not vanilla, and directly affects difficulty (but I won't say its OP), thou I usually do play with this mod because i think it was well made.

Misc Training: there are no methods of training in the original game, you can micro manage shooting at a wall yes this is true but this training mod goes way past that. its allows you to gains skills at a rate better than the most effective micromanaging would allow you to get in the un-modded version. I do like training mods but they are not close to vanilla in my consideration.

#11
Misc.Training
StackXXL
Hospitality
Tilled Soil
I would have to disagree with these mod being Vanilla, to many extra features, they are great mods and i have trouble not using some of them, but they certainly are not Vanilla.

I would add in auto seller, it doesn't change any of the prices or enable you to do anything you couldn't do yourself

numbers  - saves a lot of time digging for those little pieces of info.

map re-roll   saves time on having to start a new colony just to get a decent starting map

plant cutting is for Growers

silly builder surgery is for doctors

bulk drug burning

bulk crafting recipes (as long as they don't change the per unit cost)

#12
Yea I would really love 3 things.

1 there be a debuff applied to attacking raiders who have relations, they move slower because they are really not excited to attack family. Seems realistic and then it would help them be at the back of the raider swarm, or they are downed easier because they give up more easily.

2 when raiders decide to run away they don't run away but instead stop and initiate a join colony request, and if you say thanks but no thanks they change faction to space refugee or some other faction.

3 some time during the middle of the raid they betray the other raiders if the raiders take too many losses.
#13
Now I might actually care about raising animals again.

I can let my armored tortoises roam free knowing that if a warg starts attacking, it will take them a long time for them to do a considerable amount of dmg, now I can send hunters out without fear because hungry predators will probably target the smaller armored animal.
#14
Ideas / Re: Zeppelins
July 19, 2017, 01:06:43 PM
Quote from: Armorpiercing125 on July 19, 2017, 12:42:32 PM
Because nothing disastrous ever happened to a Zeppelin.

This actually sounds like a reason why the idea fits with Rimworld.
.
#15
I think we should have a subtle notification for hunting predators like we do for Animal starvation, or Colonist starvation.

its a potential problem but its not developed into a issue until it bites your colonist, it might end up moving towards your colonist and then end up re-targeting and eating a squirrel instead.

Don't stop the game and throw up a red report just because a predator has chosen a hunting target, this is just a bad idea by design.

its a potential problem but its not developed into a issue until it bites your colonist, it might end up moving towards your colonist and then end up re-targeting and eating a squirrel instead.

The idea that you should get a report when a animal targets your pawn is just silly since their hunting target can change as soon as your pawn walks through a door, it would just result in players getting spammed with reports.

I think we should be alerted to active problems and threats like we do in other cases. I think this sort of issue is the kind that we should start with a subtle notification just like we get for colonist and animal starvation, but this would say predators are hunting (because predators have gotten hungry enough to hunt).