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Messages - harpadarpa

#1
Will there be any penalties for self tending wounds? I imagine it would be pretty difficult for even the best doctor to fix his own blown off nose. And how could we control who gets to self tend? Will it just work off of doctor order? If my second best doctor loses a leg or something, I want my number 1 doctor on it.
#2
This looks hype as fuck. Is one of the end goals to have any ship to ship combat? Like even pirates airlocking with your ship? And what about people looking for passage? Like say you're at world X, and you find a person who wants to go to world Y? Both of those sound like things I would LOVE to see in this mod.
#3
Stories / Re: Your favourite colonists
January 16, 2017, 12:00:16 PM
Necro'ing this thread, just because I found it, and liked the idea of it. Also really enjoy all of the stories shared here previously, and etc.

But my favorite colonist I ever had was this guy, Axle, the assassin. He was basically the only useful person in his colony, with starting shooting and melee scores of 11 and 12 respectively, and decent construction, and crafting skills as well IIRC. Within the first week on the colony, he was set to be married, and then a month later, his wife died a tragic death, as I sent her to take out a cougar on her own.

But my favorite story of Axel came from the last time I played that save. Despite having cycled through many different colonists over the course of a year or two, Axle remained the only one with any sort of competent shooting skill. After a particularly nasty raid, we dropped to 4 colonists, one totally incapable of violence. Then 7 raiders showed up, 2 in personal shields, and the others armed decently as well. Axle took out 3 or 4 on his own with his survival rifle, before finally being dropped in a hail of gunfire. He was alive, but downed. Next to him, the pacifist laid dead, and one of Axle's fellow combatants laid downed as well. I decided all I could do was wait for an opening, rescue Axle, and sprint back inside with him, as my last colonist only had the starting knife as a weapon. But the pirates decided to kidnap Axle, and the other living colonist, and run. Only two pirates remained alive, and thus, were able to take one a piece.

However, one of them walked SUPER slow, as there were several bullets in his leg. Unfortunately, he grabbed the non-Axle colonist. But it was better than saving nobody. I sent my final colonist out to cut the slow pirate up as he fled, and was thankfully able to retrieve my other colonist. At that point, I had resigned to letting Axle be taken, as there was nothing I could do. They were already too far away.

Skip to a few minutes later. I patched up my colonist, and started repairing the damage that was done to the base. All of a sudden, I notice someone walking into my southern gates. As soon as I cut up the one pirate, I triggered the pirates to flee, causing them to drop Axle in the snow. He somehow got up, despite all the blood loss and trauma, and managed to make it all the way across my large map, and back into my base, before passing out within our heated, safe walls. He actually got proper medical treatment, survived, and my colony could have continued. Only reason I didn't was because I was still experimenting with mod loadouts at the time, and I simply found a loadout I liked better. Still have the save though. Might return to it at some point.
#4
It feels like the solution to this is just so easy, though. Have separate tabs. Like have a tab for research included by Mod A, have a tab for vanilla research, Mod B research, etc. If the mod requires some research from vanilla, or another mod, then that's fine. Have that ONE SPECIFIC piece of research show up on that tab, connected only to what it influences.
#5
Quote from: JuicyPVP on January 13, 2017, 11:29:08 AM
In rim world the roof is sheet steel.. there is literally no fuel to be burnt in most people's structures.

You are suggesting to nerf the common play style to suit your personal liking. That's fine. But you have to expect resistance from the 80% of players who run the play style you want nerfed... I'm not trolling you. Lol.
I dunno. I think the thing I suggested was something that could be well taken into account, without necessarily nerfing the big complex idea. Places where colonists could take long walks around the home zone, without having to loop their route. That would be an interesting thing to take into account when building either a complex or a town. Whether it be interlocking hallways, or bigger towns. Either could work.
#6
I've been using this for a while, and it's really good! I really love the variety and challenge these new mods bring. My only major problem with it has got to be the nausea. Nausea happens SO often, especially in bigger colonies that it feels ridiculous. I mean it's not too problematic or anything, but it can get annoying. In my eyes, only one thing could fix this:

You really gotta remove the big dramatic event cue, with the flashing yellow light.

That sound, the flashing lights, it all make my stress jump from 0 to 100 real quick. Raiders? Plauge? Eclipse? Toxic Fallout? In the base game, when something inconsequential, or even beneficial happens, it doesn't feel overbearing, because those events don't happen nearly as often as nausea does. And because they're rarer, and more impactful than nausea, it feels like they deserve the big flashing lights and colored notification. In a colony of 6 people, nausea can happen every 4 or so days, so why make it so loud and obnoxious? If you don't want to change nausea, then I suggest you make its notification similar to that of a major break risk. At least then it feels less obnoxious.
#7
Hm... Just thinking about the implications of integrating the thing I said above.

It'd be cool if like, say you were playing an electricity-less tribe, or if the group asking for help was an electricity-less tribe, they'd actually have to send a messenger boy to get the message across, and maybe that messenger boy would come with the supplies needed to get your group over to their base, as an act of hospitality.

But also, what is the hospitality mod? I haven't seen that yet. I just got Rimworld over the Christmas sale.
#8
Honestly, I really want to see more of other factions. I want more ways to interact with them, and more ways to influence their thoughts on me.

Like maybe a nearby faction could request you send a few workers to help repair their base, and maybe you could do the same for them. Depending on your relationship with that faction, they might have sent for your colonists in an attempt to take them prisoner, or maybe they just genuinely needed help. And likewise, if you send for help from other colonies, you could imprison them, or otherwise harvest them.
#9
One way that this could be fixed might be to have Colonists need to move a certain amount every day. If colonists don't move a certain amount each day, maybe the muscles in their legs atrophe, and they move slower or something. And maybe having colonists fill their walking quota all within the same building could be another way of causing the cabin fever moodlet. Maybe treadmills could be some later game research job that would allow colonists to fulfill their walking quota without actually having to go anywhere, thus removing this negative affect for later game content.

Note that the point here wouldn't be to make game breaking disadvantages to big complexes. You still could make them live in a big complex, but you'd have to figure out ways to get them to move around on their off hours.

That's my take, anyways.
#10
Ideas / Re: All I Want Added is...
January 12, 2017, 09:21:17 PM
Quote from: Grishnerf on January 12, 2017, 12:38:04 PM
i want 3 double Cheeseburgers and a coke.
I'll have two number 9s, a number 9 large, a number 6 with extra dip, a number 7, two number 45s, one with cheese, and a large soda.
#11
Ideas / Re: All I Want Added is...
January 12, 2017, 02:30:23 AM
Quote from: schizmo on January 11, 2017, 09:03:32 PM
I don't think the point of this thread is for everybody to tell separately what they want, I think this that just has a bad title and is supposed to be about additional nicknames
Ha. Nooooo, no. This is... This is totally what I wanted this thread to be. It wasn't titled poorly. Ha. Ha ha.

:'(
#12
Ideas / All I Want Added is...
January 11, 2017, 05:21:45 AM
MORE NICKNAMES.

Seriously, it bothers me how many people decide to go by Trumpet, or Polo. At the very least could someone tell me how to mod in more nicknames? It bothers me to no end how everybody comes up with the same exact nicknames for each other.