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Messages - ZebioLizard2

#1
Ideas / Re: B18 Feedback: Melee vs Ranged Balance.
January 03, 2018, 06:08:33 AM
You know one of the changes I would like to see is that ranged weapons have deterioration faster against someone with a melee weapon. If you are using a rifle to block sword blows you are likely causing that weapon issues that you'll need to fix out. It'd be interesting to see melee weapons cause deterioration to clothing, weapons, and armor depending where things strike. With various things causing issues for what it strikes depending on what weapon type it is.
#2
General Discussion / Re: [A18] Wetlands - Swamp biomes
January 02, 2018, 09:33:48 AM
Quote from: mndfreeze on December 22, 2017, 04:53:39 AM
Quote from: Scrabbling on December 22, 2017, 04:13:16 AM
Quote from: mndfreeze on December 22, 2017, 02:40:22 AM
Something else that could be looked at is allowing wood floors to be put over swampy tiles, but not stone walls / tiles of any sort.  Since in the real swamps people definitely have been building out of wood and do a sort of raised up beam system, etc  This would allow early game usage of swamp areas but not really allow anything really special, grand or fire resistant until later when you get the moisture pumps.

That was more or less an unintended exploit in the unstable A18 build. You could build floors (any kind) on marshy soil and then build heavy structures like walls on top of those. I wasn't sure if that was a feature or a bug at first because it sort of made sense especially with concrete like in a building foundation. In any case it showcased the current implementation: Generally all buildings are either light or heavy. Marshy soil only supports light buildings (AFAIK moisture pumps, sandbags etc). Floors support heavy buildings. So the easy solution was to disable the ability to build floors on marshy soil.

Maybe the moisture pump could dry out some ground types faster than others and expand with a dynamic speed depending on that. Ranking from fastest to slowest (= current speed): Marshy soil < Mud < Shallow water. Whenever a tile is dried out the radius expands to the orthogonally adjacent tiles around that tile. If it encounter a tile that does not need drying (soil, gravel etc.), it expands instantly (or after a small delay). That would of course step up the complexity but I don't think it's an unreasonable effort now that we have marsh biomes that incentivize the use of moisture pumps.

Yeah that could work too.  Really I just feel like we are missing something somewhere before we get to moisture pumps and they take to long.  I'd be fine with either adjusting wooden floors or some other cheapy form of flooring so it DOESNT allowed heavy stuff on it like you said was exploitive in the alpha build, or making the current one move faster, or moving it to earlier in the tech tree. 

Or like I said, just add in some other cheap crappy form of terraforming like piling in sand and stick it early in the tech tree, like something around tribal level since humand have been redirecting swamps and rivers since before the pharohs.  lol.

Or just having buildings on stilts. Makes me wish we had Z-Levels but dealing with marshy wetlands tends to invoke alot in human engineering.
#3
Quote from: Wolfen Waffle on April 26, 2015, 04:25:01 PM
This isn't dwarf fortress, its a colony simulator  :o get over it

This isn't starcraft where your drones just go back and forth getting resources, they have personalities and such...

Even in Dwarf Fortress you have to make sure everyone's mood is fine, lest you get a Tantrum Spiral that ends with your dwarves throwing each other into magma or off the mountain.
#4
Ideas / Re: Alcohol as medicine
March 02, 2015, 04:52:40 PM
Quote from: cultist on March 02, 2015, 12:42:12 PM
Well... I see a few problems with this. Unless you have a large complex factory, what you're making is essentially moonshine. I'm not sure you'd want to use that stuff for medicine, since it can contain all kinds of impurities, and the alcholic content can vary wildly.
Secondly, alchohol makes a decent painkiller but it's not really medicine. It can serve a crude disinfectant, sure, but medicine is about more than just not getting wounds dirty.

Considering how many infections people seem to get from any and all attacks, something to quickly disinfect would be pretty vital, not to mention Medicine typically contains diagnosis, treatment and preventive measures, it technically would be medicine.

Also as for Moonshine it's actually a specific brand of alcoholic content that's made with Corn Mash (Typically), as Hops are being used it's typically not the same thing within the game itself, and while poorly made Hooch can end up impure I think that's what the whole Brewing Skill could be used for as well.

They made plenty of standard Beer and Wine long before modern factories afterall.
#5
Ideas / Re: Alcohol as medicine
March 01, 2015, 07:03:16 PM
Really? Must have changed since I last used them.

Though maybe an ability to combine the two for greater success might be a better idea then, or you can use one or the other.
#6
Ideas / Alcohol as medicine
March 01, 2015, 07:25:50 AM
As we know, Alcohol used to be used as a legitimate if crude method of medicinal help back in the older days and in some cases was used specifically due to it's properties.

My proposal for Alcohol within the game as based on older treatments:

Painkiller: As Herbal Medicine cannot be used for Surgery, Alcohol itself is a method for which in older times used for painkiller for surgical methods, this would be worse then standard medicine but would allow for one to create an on demand resource that allows for surgical measures. This could also be used for those too much in pain, able to provide a colonist the ability to "ignore" a specific amount of pain and hobble back around.

Disinfectant: While not as good as typical options, several brands of alcoholic content can act as an Antiseptic and is generally cleaner then standard water supplies and could be used as a wound cleaner to help prevent infections from forming in colonists.

There's likely other uses that Alcohol could be used for, but I currently cannot remember them.
#7
Ideas / Re: Ocean/Coast Colonization
January 25, 2015, 08:09:05 PM
Some of these idea's could work for large lakes as well, though the biome would be pretty cool, large floating bases sound awesome.
#8
Ideas / Re: Nutrient Paste Research
January 25, 2015, 08:08:03 PM
Maybe it would take additional materials or something, just something that makes it taste a bit better.

I mean NASA is making favored paste products for space that taste alright, shouldn't be too bad.
#9
Ideas / Re: What do you want in alpha 9/10?
December 27, 2014, 05:11:12 PM
Windows! I want to have somewhere the colonists can duck and hide behind, but still allow sunlight through so it can relieve cave sickness sorts of things.

Along with mobile containers, backpacks so people can pickup more stuff and the like.
#10
Quote from: Thravid on December 27, 2014, 10:58:18 AM
Annoying? That there are animals from Earth on an "Alien" planet.

Well humans do things like bringing animals to area's so they can use them in some fashion, horses introduced to North America along with Cows etc.
#11
General Discussion / Re: FTL fans? I made a kestrel
November 11, 2014, 01:31:53 PM
Quote from: Tynan on November 11, 2014, 01:11:37 PM
Funny; RimWorld was originally going to be a spaceship building game (as you can see from one of the prototypes in the Prototype Pack).

Would be cool if we could still make ships, whether landships or space ships that don't end the game.

Hint hint  ;)

The ability to create a functioning one would be quite interesting.
#12
General Discussion / Re: What is/is there an end game?
October 05, 2013, 03:17:32 PM
I'd rather have some sort of endgame where I create a thriving settlement that begins to attract people to it as they hear about it.
#13
Ideas / Re: Got an idea for an incident?
October 03, 2013, 10:09:16 PM
Quote from: Zorbane on October 03, 2013, 08:08:27 PM
Quote from: Mansen on October 03, 2013, 08:02:14 PM
...
Could add a morale bonus to the colonists if you let them live among you as pets - The kicker being that they will change/turn into something more fearsome (at chance or guaranteed) when a specific lunar/solar event showers the surface (Kind of like space werewolves...except fluffy and cute most of the month)
...

Isn't that from Startopia too?  ;)

You're thinking of the Garbage Beasts, they are cute little things to start with then they start eating trash and OMG THERE'S A GIANT BLACK SHELLED BEAST EATING EVERYONE.
#14
Ideas / Re: Got an idea for an incident?
October 03, 2013, 03:21:03 PM
Cult of Flesh: (Requires things that could shape flesh, a surgery center likely)

A group of colonists have begun shaping their flesh, whether it's just some harmless space fad, or something a bit worse is unknown

This could involve a new group coming in to show off their extensive body mods and the like, or a cultist group who believes in the Flesh over Steel

Cult of Steel:

A group of colonists have begun to replace limbs and other pieces of themselves with steel and robotics.
#15
Off-Topic / Re: RimWorld in 3D (or so it seems) !
October 02, 2013, 02:44:45 PM
Maia was based more around Dungeon Keeper in general, rather then just dwarf fortress.