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Messages - Bergil

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1
Releases / Re: Kiame's Mods
« on: November 11, 2017, 08:50:35 PM »
Now thats a lot of Mods !

Mostly useful ones too.

2
Releases / Re: [A17] SimpleSidearms (1.2.1)
« on: November 10, 2017, 11:38:50 PM »
This was by far the most useful mod for me! Any chance of it being updated when A18 comes out?

3
Ideas / Re: Multi-Threading Without Multi-Threading
« on: November 10, 2017, 11:15:12 PM »
When cooks are preparing fine meals it'd be more efficient to have them pick up both vegetables AND meat instead of making two trips to the pantry and back.

Speaking of efficiency and saving on lag why not implement say... Work crews?

Hear me out. Players band together their pawns into a work crew and during the working hours they band together and form a single pawn in terms of job searching. Whilst only one pawn with the right skilles will be doing a specific task the other two pawns could act as mules, carrying extra resources for builders, cooks, artisans etc. Or even carting finished items off to storage and then going off to get the resources and drop them back off with the pawn doing the task.

When they're finished, they look for the next task.

Get what I'm saying? Not sure if that would help with lag or perhaps just be a useful way of playing.

4
Ideas / Re: Ship as a transport vessel
« on: November 01, 2017, 12:56:22 PM »
What about something that would work with the current system of caravanning around the map such as ambushes, random caravan encounters and the like. Whereas a space ship is more like a rocket heading into space and going far too fast to intelligently work with the current system.

So basic vehicles are obvious, but something like a star wars landspeeder or hover craft might fit your idea better?

Personally I'd want to see actual carts of any description make it into the game before other more exotic forms of cargo transport come about.

5
Ideas / Re: More feminine slim, fat and hulk bodies
« on: November 01, 2017, 12:52:49 PM »
Naked fat and skinny pawns won't look right. There's a surprising amount of detail you can get in 128x128 pixels.

I reckon I could come up with something that works. Will have to sit down for an evening and produce something that does look right.

All that said, if you're playing stock RW, I don't know why it would be high priority at all. First priority is to get the pawns clothed, isn't it?

Sure it is, I don't see why more variety in appearance would actually hinder the priority of clothing your colonists.


It would almost be more interesting to have female clothes, like skirts and blouses or some such.

It'd be nice to have feminine clothes in the mix, dresses too.

6
Ideas / Re: "Incapacitate" option while drafted.
« on: October 31, 2017, 01:27:55 PM »
Incapacitate as an option would be nice. Or at least an option 'melee attack fists only' or something along those lines.

7
Ideas / More feminine slim, fat and hulk bodies
« on: October 31, 2017, 12:59:28 PM »
I can't be the only one to think this would be a 'nice' thing to have.

Would it be possible to implement more feminine bodies for female pawns who are slim, fat or hulky?

I'd be happy to put the work in between now and the final release of Rimworld in order actually produce the graphics for it. However I appreciate the amount of coding required would be fairly intense as there aren't just new outfits to code in but pre-made characters which would have to be changed as well. This is something I cannot do. (or won't... Bit thick when it comes to coding. Art and graphics fine! Code, no...)


8
Ideas / Re: A18
« on: October 30, 2017, 09:01:41 PM »
Fair enough!

9
Ideas / Re: A18
« on: October 29, 2017, 06:08:18 PM »
What I really wanted to see was more optimization.

I tried (and want to) play Rimworld as an army moving around the map and knocking out hostile bases. What I find happens is that the game just drammatically slows down after several years worth of in game play and especially with higher pawn counts.

Any chance of optimization happening before the game is finished?

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