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Messages - Plunkett

#1
General Discussion / Re: New art style.
August 10, 2014, 07:28:14 AM
Well the thing that bugged me most was the metal but that has new textures now so that is great. I find that the art style suits the game superbly as it represents what it is trying to show perfectly, which is the main aim, and the other thing is it is quite easy to replicate the style - which is useful for modding.
#2
Off-Topic / Re: Anyone play unturned?
August 05, 2014, 06:36:23 PM
It is good fun to play at first and it was made by a 16 year old, who just turned 17, and is actively developed. Has quite a few bugs and certain areas could be expanded upon, plus crafting is too complex. I would be up for playing a bit more as all games are best co-op. Do you use IRC/skype?

Edit: and/or Skype.
#3
I feel so young with my puny time in this 'world' being at 7 hours and 15 minutes.
#4
General Discussion / Re: Walls with Windows
June 15, 2014, 07:55:53 AM
Quote from: forsaken1111 on June 15, 2014, 07:54:14 AM
Also the walls from Embrasures mod let light through and people can fire out of them.

http://ludeon.com/forums/index.php?topic=3961.0

Glassworks mod has transparent walls too but I think he was updating it to fix a bug last I checked.

http://ludeon.com/forums/index.php?topic=3223.0

Hadn't seen that actually, haven't looked at the mods for a while - thanks for highlighting this :)
#5
General Discussion / Re: Walls with Windows
June 15, 2014, 07:47:59 AM
First of all, there is the suggestions board: http://ludeon.com/forums/index.php?board=6.0

Search: http://ludeon.com/forums/index.php?action=search2

And finally: http://ludeon.com/forums/index.php?topic=673 <-- probably one of many threads, because I know I also personally thought of windows :) - although my idea was more for a physical cover, cf. sandbags. In future perhaps look in the list of suggested features to start with: http://ludeon.com/forums/index.php?topic=3809.0 (not that I am saying this is a bad idea). Similarly with your other thread for Lockable Doors.
#6
I think whilst it is nice to have an endgame (that prevents me losing all my hours saying I'll start some work once I've finished this game - and being a sandbox game that is hard) but it also helps to actually progress and I think as long as the end game comes naturally and not too soon, being quite hard to get, t will work well.
#7
General Discussion / Re: RimWorld change log
June 14, 2014, 04:46:26 AM
I love the updates the past few days: encouraging villages (outside) and also yesterday's!

QuoteReworked starting equipment so it now comes in your drop pods. Added alerts for making starting stockpiles, unforbidding starting resources, and taking starting weapons. Starting beds removed.
Architect panel shows names of needed resources and offers an info window about the construction you’re considering.

Certainly improving gameplay, the balance between fixing/balancing and new additions is wonderful to see - something that developers often neglect until the end.
#8
General Discussion / Re: Alpha4f difficulty
June 08, 2014, 11:09:17 AM
I've found that everything was possible to manage for a while (mechanoids just sniping and keep moving and they then pose no threat) but after a while the numbers ramp up and you just have to turtle as much as possible, building very narrow tunnels: also keeping an eye on colony strength and keeping it down as low as possible.

Ergo, the problem I've found is that the raiders do not pose too much of a trouble but in fact get a little boring by the sheer number of them (rather than being a challenge): one thing that did get me off-guard was a raid about minute after the last, which was interesting (as still had not finished repairs).

I would like it if field fortresses were made slightly easier to manage from attackers - although have not attempted one recently and that colony strength should slowly increase and difficulty should slowly increase with time, + colony wealth, but not look at colony wealth in such great depth (that I think walls and other objects have an effect on it). Perhaps, if there was more mid-ranged combat - although I need to experiment with the different rifles and such.

Sieges will probably pose a greater challenge; animal psychotic attacks are fine in my opinion and require taking a few out at a time. In addition I think log walls I think should be half height walls - like sandbags but solid so you cannot walk through (and then you can also easily set fire to them if the enemy takeover, although trees appeared to be very sparse in my game but loads of bushes.
#9
I love the mod: was going to attempt to make lockable doors myself :), thanks for including the source for it; it is useful to look at to learn and is commented well.
#10
General Discussion / Re: Merging logs and planks
June 07, 2014, 12:23:46 PM
Quote from: Tynan on June 07, 2014, 12:16:29 PM
Yeah, I've looked at it and basically some people like the simplicity of one resource, while others want the depth of several. I think both are correct. The reason I'm merging them is because the design isn't ready to smoothly handle such an increased number of resources without becoming clunky with duplicated structures, confusing interfaces and seemingly-redundant economic paths.

When, in future, we can write more code to handle things like being able to build one thing out of several optional resources, I think this will come back. But on review I think the design is a bit immature to be able to do this now.

Well I'm always following development - when will 4f be released? As would it be possible to add the 15x speed in too. And I completely agree for now but in the future when the technology age progression has been fleshed out, similar to RTS games - although the focus will most likely be on defences and power.

One question: do wood floors give a negative effect and are metal chairs > wooden chairs? As from an aesthetic appeal wood tiles and wooden furniture do look good and would provide a warmer atmosphere, cf metal.
#11
General Discussion / Re: Merging logs and planks
June 07, 2014, 12:12:20 PM
Well for now looks like they are going to be merged - hopefully in the future when there can be a larger differentiation between the two planks and logs will be reintroduced.

QuoteJune 7
For Alpha4f hotfix: Stone wall health raised from 400 to 650. Nerfed pila from 45 to 30 damage. Merged wood planks and logs, cutting the sawmills, until we have a system to handle this elegantly without creating excessive early-game blockages and near-duplicate constructions. Balance rework on Cassandra and Randy storytellers. Fixed animal insanity waves.
#12
Ideas / Re: 2 suggestions for early game
June 06, 2014, 03:26:03 PM
Definitely frustrating - would be much better if they weren't forbidden.
#13
Ideas / Re: Water
June 06, 2014, 03:22:39 PM
Would definitely like to see Firefighting progressed, within the tech tree, as stamping right now doesn't cut it :) Especially extremely frustrating when they sometimes cannot access the fire - although there would obviously be drawbacks from water on batteries. Turn off everything first or something. (e.g. water on generator in PA = fire.)
#14
Certainly great news!
#15
General Discussion / Re: Merging logs and planks
June 06, 2014, 05:41:50 AM
Quote from: Tynan on June 05, 2014, 10:27:42 AM
My big concern is inflating the number of objects. Now you're looking at:

Log wall
Wood wall
Metal wall
Stone wall

I am sure it has been said, so I am just re-iterating. I like the diverse choice of options as it really brings creativity to bases as you can go with different options of how to expand: focus on defences - go with metal walls or maybe expand quickly with wood whilst getting production up with metal.

I would like it to go further with wood as power, as an immediate backup, and more wooden objects.