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#1
So, basically, if a prisoner and a colonist become lovers, I'm pretty sure the prisoner is going to want to become a part of the colony in order to spend more time with their lover.

For example, in my current colonist I have a tribal prisoner whom I've been trying to recruit for about a year. In fact, he's been prisoner for so long that he's managed to become lovers with his recruiter. I feel like it would only make sense (in real life, at least) for the prisoner to now want to join the colony - I mean, he's unhappy about being unable to sleep with his lover.

I'm not sure how this would work if the prisoner is already lovers with a colonist when they're captured, but I'm open to other ideas.
#2
I captured a raider called Angus, but he didn't have great stats.

Standard procedure: Harvest a lung and a kidney, give him two peg legs and a denture, then release him.

However, he had anxiety. Couple this with a whopping -80 mood debuff from having two organs harvested AND extra mood + health debuffs from being in withdrawal. This meant that when I released him, he went on a mental break near the edge of the map and started self-harming. This caused him to collapse on the ground and, unable to get back up due to the withdrawal symptoms, he died of starvation.
#3
General Discussion / Re: Why do mechanoids attack?
November 15, 2017, 01:16:22 AM
I think that the mechanoids are remnants of a highly advanced civilisation built on the Rimworld.

Over time, the mechanoids' AI grew more and more advanced until they eventually gained sentience and managed to overpower the humans.

Now all that's left are ancient ruins of these settlements, which contain cryptosleep caskets guarded by mechanoids that still remain loyal to their masters and will attack anything that attempts to break in.

Meanwhile, the rogue mechanoids roam the Rimworld, killing all humans they find.

The tribals, upon first meeting the mechanoids, saw them as beings sent by the gods and both worshipped and feared them.

Because of this, the mechanoids have not wiped out the tribespeople but actively try to destroy the other human settlements, with the tribals working with them in attempt to fulfil the desires of the mechanoids that they worship.
#4
Ideas / Re: Simulate passage of time for world pawns
November 15, 2017, 01:09:40 AM
That sounds like a great idea!

So basically when the game spawns in a world pawn from a previous time, it finds how long ago the pawn previously appeared, and then applies random health effects (with different weightings so that luciferium addiction or carcinoma doesn't happen as often as a scratch scar) with higher chances the longer the pawn has been gone for.
#5
Ideas / Re: Weather patterns
November 07, 2017, 03:18:13 AM
Yes. This would be a great mechanic.

Just a suggestion of my own - perhaps it would be possible to upgrade the forecast device to see a raid coming? You only have a low percentage of it happening and the raid can be anything from a tribal assault to a siege to a manhunter pack, but you would at least get an idea that something is coming.
#6
Off-Topic / Re: Corrupt-A-Wish
November 01, 2017, 02:12:35 AM
Wish granted. Ebay can now use teleporters to transport their packages in seconds. However the teleportation software that ebay uses is really unreliable and buggy. Some things people order end up on the roof, and others end up in other, even more inconvenient spots. Good luck trying to use that new set of headphones after they appear in a wet, dirty gutter near your house...
#7
Off-Topic / Re: tynan plz... [for the lulz]
October 30, 2017, 06:06:32 AM
tynn plss

wen is alpha 19?? ive been wating a hole week!!!!!
#8
Off-Topic / Re: JFK Files
October 30, 2017, 06:04:48 AM
After shooting JFK, Hitler went back inside the UFO and commanded his reptilian minions to use the warp-drive to teleport to the Moon, where the Nazis have a secret base. After spending decades planning his evil scheme with the help from hyper-intelligent aliens, Hitler is now beginning the activation of an orbital death laser that will wipe out all major cities on Earth next week.
#9
Sounds like an interesting idea, but I would make it a far more toned-down version of what you suggested, because what you suggested would make researching a job that can randomly create negative mood waves, explosions, opened ancient dangers and make the researcher go on a mental break.
#10
Oh by the way:

Quote from: Tynan on October 24, 2017, 01:45:47 AM
Announcement: I'm not trying to spread the news wide because the game is still unstable; I'd rather get some dedicated test time from the dedicated players here first! So of course it's fine to talk about it, but I won't be spamming all the PR channels with this. I will be spamming them when the alpha is actually done.

Sorry but I just sent messages out to two steam discussions and the announcement you made on the "Backstory in game" and "Pirate King" DLCs. Then I read this. Sorry, I'll try to not help the news spread like wildfire anymore.
#11
HYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPE

Hooray for swamp biomes! Definitely going to try that out soon.
These new events look cool! Meteroite impacts and tornadoes sound interesting.
A combat log! Awesome!
These new quest reward items sound damn OP and super fun.
Nice to see new tribal stuff too!
Hooray! New ways for my colonists to go insane!
Mental inspirations? Interesting...

I specifically like the new mental breaks, blight improvements, changes to the ship world quest, named world features, swamp biomes, season changes...

So I basically like everything about this update. Thanks for so much awesome content!

I'd better binge-play Rimworld now until my A17 colony dies so I can get stuck straight into trying out all the awesome new features in Alpha 18!
#12
Off-Topic / Re: Corrupt-A-Wish
October 23, 2017, 06:08:54 AM
We need wishes to corrupt!

I'll volunteer: I wish I legitimately won a million dollars from the lottery.
#13
Ideas / Re: Boats
October 17, 2017, 04:43:15 AM
I've wanted boats in Rimworld ever since I got the game.

I think a good way to implement boats would be to have 4-8 different types of boats. Basically, there would be four differences in these boats - size, weight and durability. A bigger boat has more physical space, a heavier boat can fit more actual stuff on it (which I'll go into later) and a more durable boat has more "hitpoints" (if a boat takes enough damage it sinks).

Durability would depend on the material used to make the boat, not the type of boat itself.

Each boat has different dimensions - there could be one 7x7 boat, one 5x9 boat, one 6x8 boat etc. This is what size is. This space is basically where your pawns will be able to move around, and it provides space to put buildings on. Having the ability to build on boats would be awesome - it would allow you to put on mortars and turrets for sieging enemy bases, or walls/sandbags. Each colonist needs 4 squares of empty space - so if you want to bring 5 colonists you need at least 20 squares with nothing on them. A similar mechani applies with animals, but the empty space needed depends on the size of the animal.

Weight is that mechanic we're familiar with from caravans. Boats can only carry so much stuff - too much and they'll sink. Naturally, boats can carry much more than caravans but the more weight you put on, the slower the boat will go. What contributes to weight? Everything - items, colonists, animals, furniture, even walls and sandbags.

You touched on the ability to raid and be raided by water. I don't think simple raids should be the only ones that can happen to you - these ship raids could range from a normal raid to an all-out siege - the raiders could have cannons and mortars and continue to assault your base unless you board their ship and take them out. As well as this, trading ships could arrive to your base by water.

In the end, I think that boats would add a lot of depth to Rimworld and make it a better game.
#14
General Discussion / Re: Best Defenses?
October 17, 2017, 04:10:42 AM
Sorry if this is a little too detailed :P

My current colony is on a large hills map and in the centre is a collection of hills where I have my base. I've walled off the entire base with 3-thick granite walls except for an opening in the north and an opening in the south. Both lead down 2-wide hallways laden with traps in a checkerboard/zigzag formation. This trap hallway usually kills about 2-4 raiders on its own and injures a few others, and it also helps spread out the raiders. The northern killbox isn't completed yet (and hasn't been completed for more than 1 in-game year, I should really get it done) while the southern killbox is done. In this killbox, I have three turrets on the right hand wall with sandbags in front of them separated by walls so they don't chain-react when one blows up and placed in such a way that they aren't able to accidentally hit my defending colonists. Meanwhile, on the northern wall, directly facing the entrance, I have sandbags and walls set up something like this:

WWSSWWSSWWSSWW

This is the same on the left wall, there just isn't as much room there so I can only fit in four sandbags. With this formation, I can have about 6-8 colonists behind walls firing at the enemy while being protected by sandbags.
#15
Off-Topic / Re: tynan plz... [for the lulz]
October 12, 2017, 04:29:02 AM
Quote from: mabor0shi on October 11, 2017, 04:04:38 PM
Quote from: Kirby23590 on October 11, 2017, 04:58:08 AM
Was this readable or did anyone get the joke?
z-levels is a classic. it's three dimensional comedy.


deer tie-nun!
plees ad in shipps n hellocoppers so we kin sale shipps n fly hellocoppers.all so ad in transFormors so we kin fite as robits. allso dont forgit this tiem, to putt in 1rst-persind-mode.
thax.,
yor biggst fan,
davey
p.s. im yor biggst fan

That's hilarious.



plss tienannn

i want piccaxe and enderreemen in rimmwurld cuz minecraft is c00l adn als0 di4m0ndz cuz diemond armer iss cewl thne the gam wud be awsomm! ! ! !! ! ! ! ! ! !