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Topics - amul

#1
Ideas / Equipment Rack - wtf?
May 06, 2015, 02:38:04 PM
I've only just now discovered that equipment racks hold the same number of items as spaces it takes up.

Is *anyone* using these?
#2
Ideas / Backlog, please?
May 06, 2015, 02:13:44 AM
It would be terribly helpful to have a backlog of all the messages and letters we've received, for those of us who get a little too right-clicky too quickly. I can't tell you the number of times I've accidentally dismissed a message and then thought, "Wait, I should have read that!"
#3
Ideas / Expanding the slave trade
May 06, 2015, 12:37:32 AM
I think it would be cool if there was a difference between purchased slaves and recruits.

Perhaps slaves show up wearing slave collars which force them to engage in Dumb Labor. The slave collars could be equipped in the weapon slot, because you shouldn't give slaves weapons, and taking them off "frees" the slave, possibly with a chance that they'll try to escape.

Ooh, and then you could create two new faction types, "Escaped Slaves" and "Slavers." You get faction adjustments to them when you buy or free slaves, and their combat goals are to capture people -- slaves to free or pawns to enslave.

Going down a darker path, certain character traits might open up the "Abuse Slave" Joy activity. Masochists would enjoy receiving such treatment.
#4
For the life of me, I can't figure out how the slave traders determine the prices of their goods. When you examine the stats for a character, and select Market Price, it says that humans have a base value, and then the individual gets a markup based on their quality. Fair enough, but what determines their quality?

I've got four prisoners right now and the slavers brought two pawns to sell. The higher costing one has several injuries, and is both slothful and abrasive! His global work speed is 69% and not one of his effective percentages is above 100%, though he does have a combat skill at 11 and medicine at 13.

So I guess the final price is based on skill level and not actual work effectiveness? Are combat skills weighted more heavily than other skills?

A more complex system of price valuation would be interesting. One that takes into account injuries and traits.

Is it possible to mod that myself? I've been looking for a small mod project to start on.
#5
Off-Topic / Talk me into it
May 05, 2015, 06:26:26 AM
I fell off the bottom rungs of the programming career ladder about 20 years ago and haven't touched much code since then. Lately, all my time playing RimWolrd has me thinking about learning C#, Unity and maybe buying Tynan's game design book.

Somebody talk me into this idea? I'm particularly interested in hearing from other folks who have come back to hobby-coding after leaving the industry.
#6
Thought I saw someone talking about this in the general forum only it turned out I misread the subject line.

But it's a brilliant idea, so I'm throwing it out to the general public, in case anyone wants to work on it. I may actually learn how to mod and finally get around to learning C# just to implement this.

So: Aliens, like from the movie series. Face huggers and stomach poppers and and the mean mother of them all.

Possibly the Predator alien, too.
#7
Bugs / (A10f) Plague of stoppable fires
May 04, 2015, 07:14:55 AM
Playing on a boreal forest. It's August. Despite several heavy storms over the last few days, the lightning-strike fires continue to eat away at all living plantlife.

I seem to recall this bug existing in other versions as well. ??

I have grabbed a save file should you want to look at it.
#8
General Discussion / Early game trade goods?
April 22, 2015, 02:00:31 AM
This godforsaken rock I've landed on has only a tiny chunk of silver and gold visible on the map. It looks like I'm going to have to either do some exploratory mining or try to make some trade goods to sell. Now that these traders all buy and sell different stuff, I'm having a hard time finding anything to sell them -- and it seems that all the other locals are wearing poor/awful/shoddy gear, so that's getting pennies on the dollar too!

I can survive. I just can't seem to buy anything, and I want a TV, dammit! What do you guys suggest?
#9
Ideas / Late Game Content Suggestions
January 12, 2015, 01:52:20 AM
I saw a discussion elsewhere suggesting a particular improvement for late game challenge. I'm curious to here other ideas about late game content that people have.

What I'd like to see is multi-stage story elements, in addition to a lot of the one-off events that we currently see.

For example, right now a random event might spawn a cryopod that has crash landed with a colonist inside that you can recruit.

A two-stage variation of this would be a cryopod crash lands, and then about 4 months later, a special trade ship arrives that is looking to buy that one particular crash survivor, because it's the colonist's family, and they're willing to barter to get him/her back.

Or possibly the crash survivor uses the comms to send for reinforcements to rescue him by force.

---

Another idea might be an NPC that comes for a visit and starts collecting resources and building a temple. First cuts down trees, builds a wooden building with an art craft table in it, then builds a wooden statue which he installs in the building. Next, creates a butcher table and starts killing animals and leaving the corpses in front of his statue.

Perhaps something weird happens if there is no fresh meat in the temple.
#10
General Discussion / HVAC Layout Examples
December 30, 2014, 06:47:32 PM
Show me your new base designs incorporating heating/cooling considerations!

Here's mine:



I'm funneling all my waste heat into the hallway that opens into my grow zones. I think in future variations I will probably put in an "airlock" between the trade beacon/stockpile/entrance and the grow zones, and put the heating corridor "deeper" into my base. I've been fiddling with these designs to the point that I have yet to actually go through my first winter because I keep restarting to try a new layout.

I'm also paying more attention to room designs for spaciousness. It seems like you have to place the beds such that the colonist's head is close to the center of the room. But if you do that, then a 6x6 room can hold a bed and a production table of some kind and still be "spacious."
#11
General Discussion / Manual Priority
December 30, 2014, 05:09:28 PM
I see a lot of people making comments that imply a basic misconception around how manual priority works.

Manual priority mode does not supersede the basic task priorities. It modifies them. With Manual Priorities unchecked, every colonist prioritizes tasks on the left over ones on the right. With the option checked, you create tiers of priority, with each priority tier respecting that basic left-to-right hierarchy.

Example:
Lorenzo is my researcher/cook/warden. By the normal mode, he will almost never research (since researching is to the right of everything, even hauling and cleaning). It's early game, so I need everybody to be willing to do everything, but I'd still like him to start researching more often. I set his priorities to:

Firefighting 3 Doctoring 4 Warden 3 Cooking 3 Hunting 4
Constructing 4 Repairing 4 Growing 4 Mining 4 Plant Cutting 3
Crafting 4 Art 4 Hauling 4 Cleaning 4 Researching 3


Lorenzo's task priorities are now, in order:
(tier 3) Firefighting, Warden, Cooking, Plant Cutting, Researching
(tier 4) Doctoring, Hunting, Constructing, Repairing, Growing, Mining, Crafting, Art, Hauling, Cleaning

Lorenzo will now research whenever there are no fires, prisoner responsibilities, there are enough meals to satisfy my bills, and no trees to cut. He will occasionally engage in lesser tasks, but only rarely. In particular, he will almost never choose to do medical tasks but I can still assign him to do them if my primary doctor gets hurt, so I can manually select him to heal my doctor.

Note that Lorenzo's task selection is independent of the other colonists' choices. Also note that nothing needs to be selected as Tier 1 or Tier 2 in order for this system to work this way.

More complex example:

Firefighting 1 Doctoring 4 Warden 3 Cooking 2 Hunting 1
Constructing 4 Repairing 4 Growing 4 Mining 4 Plant Cutting 3
Crafting 4 Art 3 Hauling 2 Cleaning 1 Researching 2

In order from most likely to least likely, Lorenzo's task priorities are now:
(tier 1) Firefighting, Hunting, Cleaning, (tier 2) Cooking, Hauling, Researching, (tier 3) Warden, Plant Cutting, Art, (tier 4) Doctoring, Constructing, Repairing, Growing, Mining, Crafting


Understanding the nuances of the manual priority system really helps alleviate my micromanagement needs, while still allowing me a great deal of flexibility when I want to direct-assign tasks. I see a lot of Let's Play videos where players are constantly returning to the Work tab during emergency situations. If you set colonists to do every task they can at tier 4 while organizing their workload based on skillset and colony needs at the higher tiers, you will pretty much only need to return to the Work tab when you acquire new colonists.

I hope this helps your gameplay, and if I've misunderstood the system, please let me know.
#12
Ideas / Request: Roof Overlay Mode
December 21, 2014, 01:05:01 PM
It would be very helpful to have a Roof Overlay mode, or additional UI in the Roof Region commands. This mode would display whether a particular tile does or does not have a roof, and in No Roof Regions, whether removing the region would add a roof to it.

#13
Creative Rewards / List of named characters?
November 19, 2014, 08:45:08 PM
Is there a list of user submitted characters anywhere? It'd be fun to add other people's characters to our games.