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Messages - luxSolisPax

#1
Hi there,

I was just wondering if there might be plans to adapt Rimworld for a mobile environment?

It seems like something fun to play on a couch with a tablet.
#2
I've been playing Rimworld sporadically since Alpha 3 now and have been mulling over this opinion for quite some time. The primary reasons I'll put the game down is because of the time it takes to ramp up into the mid game. It's not that threats come too quickly, or that I'm not sure how to prioritize critical needs. The early game just seems to drag on for quite a while before you start accruing more colonists. With three, performing the most basic of tasks, such as mining ore, or building a room takes quite a bit of time.

I don't know if this has been suggested or not, but after a quick search through the post history I did not see it. How would an increase in the number of initial settlers (say to six) feel? Would it help smooth out the rough start into the rich mid game? Would it completely unbalance the early game progression? Could it be easily rebalanced? What advantages does only three colonists have over a larger number?

I'd love to get some thoughts on the matter.
#3
Ideas / Re: Your Cheapest Ideas
July 13, 2015, 03:40:46 AM
Quote from: Kelian on July 11, 2015, 01:35:28 PM
Bookshelf.

Use art similar to the equipment rack for weapons.

1x2 tile, 50 wood to build. Bill "learn topic" would include every skill the colonists have. Bill "read novel" would be a joy activity.

Have a function similar to the beds where you may assign an individuals shelf or leave as common use.

Colonists would learn skill topic at .5 of normal speed of physically doing the task.

This idea came from my frustration of my level 18 surgeon's medicine skill ticking away because I hadn't had anyone sick or needing treatment in months. I wasn't prepared to shoot a healthy colonist so she could practice. Books while slower would at least add a way to maintain a upper level skill set.

Cheers

Requires Research Task and skill gain modifier tied to research score.
#4
Quote from: UsernameVeryOriginal on July 10, 2015, 11:48:54 AM

That's an interesting strategy, but still, I don't understand how is that better than inside a mountain?

I consider it strong due to a lack of resources on the map. I'm not saying it's better, I'm saying it's effective considering the strength of his colony on an ice sheet.

You're right there's definitely ways he could improve it, but you cannot deny that it works. My biggest concern with his box is how he places his colonists in the line of fire of his turrets. At the same time, they don't seem to be taking as much damage from them as I thought they might. He could do with placing doors all along the hallways and using those as hard cover points to fire from instead.

At the end of the day, he still made a killbox, but with minimal materials and that's why I consider it impressive. Your base is extremely well protected and difficult to harass, but it consumes a lot of resources. Would I say it's better? No, but it's more flexible in that it doesn't require mountainous regions to be viable.
#5
Quote from: keylocke on July 10, 2015, 12:34:17 PM

in the end, strong soldiers are the best at offense and defense. you can survive without building a single turret.


I'm always amused by a sniper's one hit kill potential.
#6
Quote from: UsernameVeryOriginal on July 10, 2015, 04:07:48 AM

Only saying I'm wrong won't make your idea better. Prove why it's better, because in fact I am open minded, I learn from others, that's how I built my base, you have my screenshots as a result.


Here's an example of a well defended base that doesn't rely on a mountain strategy (not mine). https://www.youtube.com/watch?v=pUUsaHeyM_w

It does, however require a fair bit of micromanagement through opening and closing the doors, letting raiders trickle in. Materials are acquired by harvesting raider skins, selling those for a profit, and using profits to purchase materials. The compact design results in low power usage and it seems as if the player has no intention of expanding past ~10 colonists.

I'd consider it pretty effective since it seems he's surviving on the ice sheet biome under Cassandra/Extreme.
#7
Ideas / Re: Your Cheapest Ideas
July 09, 2015, 03:25:45 AM
With your recent changes to taming animals, How about including a "Steed" class that alter's a pawn's move speed and only allows hauling while mounted?
#8
With kill boxes being less effective against sappers I've been considering flaming moats as an option to keep them at bay. Haven't had time to test this thoroughly yet.

Essentially, you create a channel maybe 5 tiles wide lined with double thick walls. The outer walls would be rock and the inner walls would be wood (relatively cheap and highly flammable). Then using either incendiary IEDs or a Molotov fill the channel with fire.
#9
Ideas / Re: Your Cheapest Ideas
July 06, 2015, 04:18:16 PM
Quote from: TLHeart on July 05, 2015, 07:21:38 PM
Quote from: luxSolisPax on July 05, 2015, 04:29:59 PM
I've set up a zone during raiding parties that restricts pawns to the interior walls of my city, but it's getting tedious to select each pawn individually. Would it be possible to effect their restricted zones globally?

go to the overview, restrictions, and on the far right you can drag the mouse over the restriction areas to mass select all the colonist to that zone.

Oh, Thanks!
#10
Ideas / Re: Your Cheapest Ideas
July 05, 2015, 04:29:59 PM
I've set up a zone during raiding parties that restricts pawns to the interior walls of my city, but it's getting tedious to select each pawn individually. Would it be possible to effect their restricted zones globally?
#11
Ideas / Re: Your Cheapest Ideas
June 30, 2014, 08:42:37 PM
Have the "orders/plan" tool print to screen the total number of currently highlighted squares.
#12
Ideas / Re: Got an idea for an incident?
September 19, 2013, 07:09:20 PM
Stumbling upon another colony. The colony could be of any size but it creates an interaction between a dynamic entity as opposed to an isolated event. That colony has a leader that people generally obey. Maybe he's a war monger. Maybe they're simple farmers. Maybe you stumble upon a friendly ninja village willing to help fend off pirates.  The possibilities become limitless and the depth of the narrative just explodes.