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Messages - Battlemage15

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1
General Discussion / Re: Call for Alpha 5 testers
« on: June 24, 2014, 09:58:53 PM »
I own Rimworld.  I would like to help test Alpha 5.  I have limited experience, but some time on my hands for the next week or so.

2
Ideas / Re: Advanced Starting Colonist Options
« on: June 19, 2014, 01:57:05 AM »
This, actually, could open up a whole new area for the game; persistent progress.

Now that a new end-game condition (a victory condition in launching the ship) is coming in A5, the game can begin 'grading' us on how we did.  Each completed game (either loss or victory) is graded and for that grade, we get points to spend on the persistent portion of the game.  These points can be used to unlock free access to childhood and adulthood backgrounds.  Once unlocked, we can tailor-make starting colonists.  The more useful the background (for example, Colonist and Urbworld Urchin are very useful backgrounds), the more expensive.

However, these points can also be spent on other unlocks and upgrades; you can upgrade what is in the 'starting armory' (so you can replace one of the weapons with something else, almost always something better in the case of the pistols).  You can not only purchase specific weapons to substitute in, but you must also purchase the right to change one of the two pistols (by default you can only swap out the Lee Enfield).  You can eventually afford to change both pistols.  An example would be you get enough points to unlock the Uzi; now you can swap the Lee Enfield out for the Uzi.  However, if you have enough points you can also buy the right to swap a second weapon (one of the pistols).  So, you start your next game with a Lee Enfield, an Uzi and a Pistol.

The possibilities for persistent upgrades are endless.  More starting metal, more starting meals, more starting silver, more starting wood and the holy grail, a 4th and even 5th starting colonist.

Of course, this is all optional; you can disable your persistent upgrades with a simple check-box in the Advanced settings while setting up your initial colonists (to play a more pure version of Rim World).

So, tl;dr - yes, I support advanced colonist customization, but I support it being implemented as a part of a greater, persistent progress system.

3
General Discussion / Re: Muffalos going Insane.. Impossible.
« on: June 14, 2014, 10:06:56 AM »
Insane boomrats, now those are dangerous. They are fast.

Mass boomrat insanity one of the nastiest events in the game.

4
Ideas / Re: Bring Back Blasting Charges
« on: June 14, 2014, 02:55:32 AM »
For a slightly more 'honest' application of blasting charges, check out the IED mod.  It's still very overpowered, but thematically it makes more sense.  You can rig a missile or shell to blow with a simple radio device, a receiver and some wires.  I only hope the mod author implements some of the features (such as graphics of half-buried shells and missiles, a proximity fuse).

5
Outdated / Re: [MOD] (Alpha 4F) Mechatronics (v0.1.4)
« on: June 14, 2014, 02:14:27 AM »
mispy, I think you've made an excellent mod here.  It fits the setting well and having a mechanoid tank with a minigun supporting my colonists was one of the best feelings of military progress I have felt in this game.  I think keeping them as self-sufficient works for now; perhaps just have a 'charge' time when they must remain a 'building' hooked to power (maybe a few days) and then, once they are fully charged, their reactor becomes self sustaining, so they never need it again.

Also, talking to them making them happy - definitely a feature, not a bug ;)

6
Outdated / Re: [MOD] (Alpha 4F) Animal Rugs (v.1.2.1)
« on: June 14, 2014, 01:55:39 AM »
This is a nice little mod; I love that muffalo rug... and the human one is suitably disturbing.

7
Outdated / Re: [MOD] Shields!
« on: June 14, 2014, 01:23:01 AM »
This is an awesome mod and I am incredibly happy it will be making it into the core game.  Cheers all around.

8
Someone has to do this; sorry fellas

Rimworld's two core setting concepts are A) No sentient alien life and B) No Faster Than Light travel.  FTL has both.  They cannot exist in the same universe.

I'm a hardcore setting nerd.  I couldn't help but post this.

9
Ideas / Re: Ship Savages
« on: June 14, 2014, 01:04:10 AM »
I like it, though I do think the attacks shouldn't be continuous; hoards of savages are no joke.  They can easily body over bullet you.  They should come in a wave as certain components are installed.  In fact, the psychic aspect of the ship parts can be what fills their shaman's dreams with visions of a horrible, metal dragon rising into the sky.

So, install the reactor; primitive attack.  Install the engine, primitive attack.  Install the computer, primitive attack.  I don't think they would care much about the frame or sleeping pod.  In fact, finishing the frame is what gives you the message; continuing construction will likely result in hostile primitives.  Not to mention people from settlements looking for a quick way off rim world (maybe the attack that comes before you install the last part; suddenly, raiders or even some folks from an otherwise friendly settlement).  I mean, after all, it's a way off the planet for crying out loud.

10
Ideas / Re: Selling Stone
« on: June 14, 2014, 12:59:29 AM »
Wood and Stone should sell for 1 each (and be bought for 2 each).  Metal should sell for 2 each (and cost 3 each).

Wood and Stone should not be big money industries, but if I can turn 900 bricks into 300 metal, that would be nice.

11
Ideas / Re: Stupid "Witnessed someone's death"
« on: June 14, 2014, 12:57:22 AM »
While I do agree that it's a bit stupid to have the same level of morale drop as a fellow colonist, I have to disagree that the effect should be negated entirely. Killing someone, friend or foe is no small business, and unless someone is completely devoid of emotions, it's still quite a blow to have taken someone's life.

If a fellow colonist dies, morale drops by 10
If raider/pirate/savage is killed, morale drops by 3

My two cents ;)

I can agree with this, though the hostile kill should only drop you 2 for each.  However, if someone is incapable of 'Caring' (I think this is what makes you incapable of being a Warden or Doctor), they should be immune to any and all of this.  They simply cannot care.

12
Personally, I like my endgame vision of becoming the dominant power on the rim world, destroying or cowering all hostile factions, taking out the mechanoid hive and forging a strong alliance with the friendlier powers of the planet.  Kind of a soft endgame; you get a message saying 'yay, you won rim world by becoming the dominant force on the planet' and you can either retire or keep on playing endlessly.

13
Ideas / Re: Stupid "Witnessed someone's death"
« on: June 13, 2014, 07:38:55 PM »
I do think witnessing a hostile's death should be a much smaller penalty to moral than witnessing a friendly's death.

14
General Discussion / Re: OMG! Launchable Ship?
« on: June 13, 2014, 12:03:34 AM »
Will there be an endgame in the future where your settlement becomes THE power on rimworld?  Like, you destroy all hostile factions, destroy the mechanoid hive and either forge alliances with or destroy the other (friendly or neutral) factions.

Because that's what I'd like to pull off.

15
Ideas / Re: Your Cheapest Ideas
« on: June 12, 2014, 02:55:51 AM »
Refrigerators - Anyone else notice meals don't stack?  You also notice they spoil?  They take up a lot of space, don't they?  How about a simple 1x1 refrigerator that can store up to 10 meals of the same kind?  They are built out of metal, use power and look (and work) like a hopper.  You can see the kind of meal and the x1 - x10 on it, knowing how much it holds.  Meals in a refrigerator spoil at 1/4 speed unless it loses power (in which case, they spoil at full speed).  This would make meal stockpiling a lot more practical.

Wood Chairs and 1x1 Tables - I think these are pretty self explanatory.  Call the 1x1 table a desk.

Outdoor Lights - Something that fits in a 1x1 area that casts light, but does not short out in the rain.  Color versions exist once you research colored lights.

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