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Topics - BattleFate

#1
Ideas / Renaming colonist jobs
April 20, 2015, 01:02:42 PM
Hey,

I often end up using colonists for other jobs than what their 'pre-rimworld' position was. I don't necessarily use a Janitor for cleaning if he's a great cook and I need one of those.

Could we have those jobs renamable in-game? So that I can name my cooks, cooks and my researchers, researchers, etc?

This would allow me an easier way of managing my colonists in my colony tasks assignment tab.
#2
Mods / Nutrient paste dispenser request
August 27, 2014, 08:55:57 PM
With the new combat mechanics, I'm racking up prisoners like crazy. We used to be able to install an NPD in the prison and prisoners would feed themselves. Now however they don't. (I know it was changed because some players had trouble figuring out that they NPD in the prison couldn't be used to feed their colonists).

My request, if possible, would be to have that fixed somehow. Either a prisoner enabled NPD or modding the game back to it's prior state concerning NPD ownership. Is that possible? If so, could someone make that and put it up please?
#3
Mods / Hydroponics request
August 27, 2014, 07:29:39 PM
Hi guys,

Not sure if there's a mod that does this or not, but I couldn't find one in my searches (well, there's an old outdated mod, but that was for Alpha 2).

Anyways, could someone make a quick mod that allows Agave to be growable on the hydroponics tables? Thanks.
#4
Mods / Is this hardcoded?
March 14, 2014, 09:50:38 AM
Someone in the suggestions thread was wondering if the Nutrient Paste Dispenser should be kept in the game, mentioning some very valid points as to why it didn't make sense to have it available right off the bat.

One was that building a complex machine, compared to lighting a fire in a makeshift stove makes it almost useless to worry about building in comparison. The other was the unhappiness it gives compared to the happiness you get from preparring a meal.

So that made me think... What if I made a mod to adjust the NPD into a better machine. Requiring first some sort of research to even build it (compared to stoves which can be made right away). But once they are built, there's an obvious advantage in that they require less storage space (compared to storing cooked meals), and don't require a colonist to be working on them.

That would lead to them being an alternative to a stove. Requires more power, requires more space, requires less storage and doesn't require a colonist to be 'working' it.

Then with subsequent research projects, we can both improve the nutrition value of the meals, decrease their unhappiness (or even providing a basic happiness bonus), and possibly coming up with a new compact unit much later on...

So I poked around the XML files a bit... and I was wondering... Is the interaction between the nutrient paste dispenser (meals?) and the research projects hardcoded? I can see where the research project exists to reduce the amount of food needed to make a meal. I can see where the NPD information is defined. But I can't see where the reference exists for the game to know that when you research Nutrient Resynthesis it should reduce the amount of food used... So is that part hardcoded? I was going to use that as a template on how to adjust the other factors, like happiness and nutrient value of the meal...
#5
Mods / sniper turrets?
March 05, 2014, 04:35:19 PM
I thought I saw a mod that had sniper turrets. In fact I thought I downloaded and installed it. But I can't find any sniper turret to build in my game, and now I can't even see the relevant mod here... Am I hallucinating?
#6
Ideas / Reloading
February 12, 2014, 01:19:34 PM
Hey everyone,

As everyone knows by now, sometimes it's hard to determine if a topic or idea has already been suggested. I keep an eye on the forums and did a search for this with no real results, but that doesn't mean all that much. If this has already been suggested (in this form, not a similar suggestion), then I apologize. But I would like feedback on it anyways.

My idea came from thinking about reloading in the game. We of course want to avoid getting game mechanics which are too cumbersome or involve too much micromanagement. That being say I think it would not suit Rimworld to have limited ammunition. Having to worry for each colonist if you have the ammo, then get them to make/buy the ammo... load the weapon, etc. I imagine this will be too much of a distraction and not a fun aspect to the game.

However, that made me think... Is there a way to implement different amounts of ammunition for different weapons without actually having limited ammo.

CLIPS!

Each gun would have a clip, allowing that many shots to be fired without a 'reload delay.' The re-fire time would vary based on the gun and the colonists shooting skill. So a revolver would hold 6 bullets and re-fire at say one per second, whereas a pistol would hold 9 bullets and refire once every half second. Once the 'clip' was empty, then the colonist would have to take time to reload a new clip (clips would be unlimited, so would not require inventory space or be discarded to the ground. They just appear and disappear as necessary.) Reloading would take longer than re-firing... say 10 seconds for the revolver, or 5 for the pistol. That too would be affected by the weapon type (individual bullets vs actual clips) and the colonists shooting skill.

That then made me wonder... What about automatic weapons? Should they automatically burst? Isn't that something that people learn to do with skill, rather than it being a weapon property (my understanding is that some weapons have a burst capability, but those are also capable of full auto, and someone without knowledge would likely forget to change it to burst, and those weapons with full-auto as the only option would require a skilled user to know how to fire it in bursts instead).

So full-auto weapons like the uzi, the M16, etc would require a check against the skill of the wielder. A colonist with a shooting skill of 1-5 would most likely just 'spray and pray.' He wouldn't know to shoot in bursts. So he would fire in full auto until his clip was empty, and then would take time to reload. This might be an advantage if you wanted to throw a wall of bullets at the raiders.s

But as a colonist would grow in skill, they would learn to use bursts (at increased accuracy, and also helping to conserve ammo before having to load a new clip in). Say skill 6-10 would fire in half-clip bursts... 11-15 would fire in 5 bullet ones, and in 16-20 would fire in 3 bullet ones (at an obviously very high hit chance).

Colonists would automatically load a fresh clip in when they do not see an immediate threat they can focus on.

Or, I suppose each colonist could have a firing strategy set when they are selected (available options would be based on the above burst:level breakdown). So you could have your level 20 shooter still spray and pray, just at a much higher chance to hit (but not as his as if he was choosing the 3-bullet burst).

Thoughts?
#7
Ideas / Turret options
December 20, 2013, 01:19:32 PM
Hi everyone,

I mentioned this idea in a previous thread, along with other ideas. However no one addressed this idea as being either good or bad. I am anxious to have a discussion about it, and rather than dig up an old thread, thought I might make a new one dedicated to this idea, instead of mixing it in with others.

My idea was to adjust turrets. Nerfing them to start, but adding additional research options that would bring them to on par with what they are now, but with various options to help customize them to your individual playstyle.

I am on the fence as to whether the first iteration of a turret would need to be researched or not. I am leaning towards not, because without any research, a turret would be nothing more than an immobile gun emplacement (something which might be able to be built with only metal parts.

Essentially it would be gun emplacement into which any smg/assault rifle/sniper rifle can be installed, and which needs to be manually controlled by a colonist. It would then assume the 'shooting' skill of the colonist maning it. Perhaps it would require power (servo controlled turning perhaps?), at which point maybe it adds or subtracts a point or two from the colonists skill. Then with further research (faster servos), the turret would either match, or even exceed the colonist's shooting skill. A colonist manning a turret would gain cover equivalent to a sandbag while inside of it.

Researched upgrades could be applied to the turrets. We would limit a turret to having a maximum upgrade capacity of 2 (or maybe only one, with a second upgrade slot unlocked through research), so that players would need to pick which upgrade combinations work best for them. This would be done on a turret by turret basis, so you could have a different setup for your forward turrets than you do for the ones closer to the back of your defenses. Upgrades would include:

Turret Cooling: Faster rate of fire of attached weapons.
Turret Armour: Increased HP for the turret, also increased cover for any colonists manning the turret.
Turret Capacitors: Decreased power requirements? (maybe have this be universal instead of a turret specific upgrade?)
Automation: No longer needs to be manned, but is assumed to have a default shooting skill of 5. (this means that it may perform worse or better than if it were manned, depending on which colonists you were comparing to).
Extended barrels: Increased turret range.
Auto-repair droid?: Slowly repair damage to the turret
Anti-radiation shielding: Allowing the turret to remain operational during a solar flare (again this might be a turret specific upgrade, or a universal upgrade applied to all turrets and not taking an upgrade slow. Not sure which is the better option).
Battery backup: Allowing the turret to remain operational while power is out (until the battery runs out).
Dual barrel: Allows a second weapon to be attached to the turret. Must be identical to the first one. Each shot would include two projectiles then (same hit or miss chance, not calculated independently).

I'm also thinking that the basic turret, without upgrades would only explode in a 1 square radius, therefore only killing the colonist manning it. However with each applied upgrade the explosion radius might increase by 1, to the current explosion radius which it has now of 3 if it has 2 upgrades applied to it.

Any other upgrades anyone can think of? Is this a good idea?
#8
Ideas / Gun Damage
December 03, 2013, 04:04:28 PM
I was thinking recently about the story from my most recent play-through. Forming the narrative in my mind. Something didn't seem quite right with it, which made me think of something.

See for yourself.

***
We lost another colonist yesterday. Roy, was one of the senior colonists. I remember him being a survivor after a raider attack and despite some objections decided to recruit him and put him to work. Turns out it was a good decision as he ended up being a valuable asset to us. I can't recall what he said he did in his childhood though...

His death is particularly devastating, as the eclipses we've been having recently have been a serious setback to our food production. Coupled with the fires from repeated lightning strikes to the growing area, we've been just shy of starving to death for a few weeks now.

I shouldn't have ordered him to the front. The raiders were closer than I thought. I pointed out some cover ahead and he ran to it, trying to get behind it under a rain of bullets. He was hit twice on his way there, but managed to stay up. He started returning fire, and things were looking better for him as some of the raiders chose more accessible targets after. Through the next few minutes I saw him get hit 2... 3... 4 more times. Finally I decided to get him out of there and called for him to come back, telling smith to take his place.

A sniper from the back of the raider group had been missing badly the whole time. I mean every shot went wide and didn't come near Roy when he was even aiming at him. But this time, as soon as I waived Roy back, he fired again, and his shot hit Roy clear in the head. He went down immediately. No cry of pain, no grunt, no stagger... just dropped where he was. That was the end of Roy. I can't even remember what his first name was...
***

That story made me think... what kind of a God is Roy where he can get hit by not only 6 bullets in a regular firefight and keep going, but it takes a final sniper shot to end him? And all this from a Farm Oaf? Then I realized that all my colonists get hit multiple times before being most likely incapacitated. And the raiders too... But they can take even more because they are less likely to fall unconscious. They just fight until they die.

So it made me think... should bullet damage be more realistic? One hit will either kill or incapacitate a target. Let it be the range, weapon accuracy, and shooter skill that determines the outcome of a fight, and not how many bullets you can take. It would definitely affect your strategy, and that of the raiders. No more running through gunfire to get to closer cover, or running to get that incapped pirate out of the middle of the fight... Cover would become invaluable. Each hit you score a major victory. Each hit you take a major loss. All weapons become very powerful, but also very dangerous to fight against.

But how would that work?

Each weapon should have a different damage distribution. Look at the chart at this link (http://upload.wikimedia.org/wikipedia/commons/8/88/Nc_student_t_pdf.svg), but mirror it, so that it didn't start high and trail off, but gradually grew to a 'climax' then dropped off suddenly. The 'X' axis would be damage and the 'Y' axis would be # of shots... A sniper rifle could have a higher damage than other weapons with less deviation. So more shots hit in that 'critical' zone, with very few flukes allowing someone to survive (although they do happen). An assault rifle would have good high damage but with a wider distribution of damage, allowing more flukes that are just flesh wounds. And work your way down to handguns which would have a wide range of damages, from critical one-shot kills, to situations where he might take two or even three bullets to drop.

Of course, just weapon damage isn't enough. If you get hit by a sniper bullet and survive, you are probably still out of the fight. So we would say that sniper bullets have a 75% chance of incapacitating someone. assault rifles would be 50%, and handgun and uzi would be 30%. Shotgun would be 90%. This is of course assuming they even survived the damage, which would be distributed in such a way as to mean that most people wouldn't survive more than a single shotgun or sniper bullet, but it's possible they do... if they are lucky.

Explosive damage would have a 100% chance of causing incapacitate if they survived, and they would only survive in a very lucky situation. Fire would never incapacitate someone, as they'd be running around burning until they died (or the fire was put out).

What does anyone think of this? Would it be better to be a mod? To be implemented in the full game or is it just a bad idea?
#9
Hey everyone,

This is my first time posting in the forums. I've been reading over the general and modding forums quite a bit, but haven't yet looked too deeply into the ideas forum here, so please forgive me if many of these ideas have been put forward before.

I guess before I begin, let me say that this game is awesome. I haven't really stopped playing it since I got it when 254 came out. I even play hookey at work in order to get more play time. So none of these ideas are a criticism on the way the game is. Only ideas that I thought of that may or may not be any good. :)

I thought I'd just put a big list out there of things I've thought of and see what people think of some of these things.

Walls/Doors:
Wooden Door: Requires wood (not metal). Doesn't require power. Needs to open and close manually, which is slower than a powered automatic door, but faster than an unpowered automatic door. Can come in different iterations (light-duty, heavy-duty) which affect cost and HP, but not flammability. Highly flammable. Less durable than metal doors. If adding wood as a resource isn't a good idea, then this could simple be a 'basic door' instead, being made of metal, but with no option for automatic open/close. If metal though, highly-flammable doesn't make sense.

Cargo Doors: Doors which cover two or three tiles. Opened or closed state can be toggled manually only, and only with power. Heavy duty, high durability and non-flammable. Perhaps an option (research-able?) is a battery backup allowing you to toggle the open-close state once when power is out. Could work well as a gate to a main entrance or courtyard, or if vehicles are implemented could be garage doors...

Reinforced metal doors: Non-flammable, high-HP, perhaps only available with some research. Requires more metal to make, or perhaps manually upgrading a door once already in place. Perhaps too heavy to open manually, so only works with power. Perhaps with the battery backup option also, allowing a few open-closes without power or to 'lock' the door in the open state once until power is restored?

Isolation door: If any sort of viral disease is ever thought of, it can't pass through this type of door unless an infected person goes through it. Good to mark off a medical bay, or possible for an external airlock type deal. Only effective with an 'Isolation' wall, which is the wall equivalent of the same. They would have a slightly different appearance, perhaps something in a white hue, to allow for a true 'med-bay' type feel. Research-able.

Reinforced walls. Low-flammability, higher HP. Again either requiring manual upgrading after a regular wall is built or simply being it's own separate build menu item. Probably requires research to enable.

Shielded walls/doors. Highly expensive. Perhaps low HP. Perhaps requiring a new resource which isn't available yet (lead?). It would allow any electrical equipment within a room made entirely with shielded walls/doors to be protected from solar flares. Probably requiring research to build.

Gun-holes: Can be built into reinforced walls/doors to allow colonists to shoot through them while receiving 90% cover. However takes a long time to retrofit a wall/door for this, and if the wall/door is on fire, the colonist manning that position also catches fire (hit it with a Molotov and the colonist is having a bad time).

The walls/doors options above, they could all either be a separate build menu item, or I think might work best for some/all of them to have an 'upgrade' option available when a single or group of walls/doors is selected. This would allow you to designate those to be re-built into the new walls when a colonist has time.

Defenses:
The initial iteration of the turret should be research-able, and only manually controlled. Requiring a colonist to man it. It would provide cover to the colonist equivalent to a sandbag, and if the colonist is killed/incapped, then the turret goes 'offline' until manned anew. If the turret is destroyed while a colonist is inside, then a 1 square explosion would happen, killing the colonist and hurting (though not necessarily killing) other nearby colonists/walls/doors/etc.

Auto Turret Upgrade allows the turret to be unmanned. This allows your colonist to man his own gun, but the turret accuracy is likely equivalent to a colonist with a shooting skill of 5. So it may be more accurate or less so after being unmanned, depending on which colonist you used. This should be a turret-by-turret upgrade, allowing you to have some automatic and some manual, depending on your play-style. Should this allow a manual-control override in case you want to man it with a more accurate colonist?

Other turret upgrades, including increasing damage, accuracy and re-fire rate. Perhaps only allowing a turret to accept one or two upgrades max, so you have to chose between a faster turret with more damage but requiring manual control, or an auto turret with increased accuracy, but firing more slowly and doing less damage than the previous example. Perhaps each upgrade in a turret would increase it's explosion radius by 1? Not sure if that's a good idea or not... But then again the max explosion size you could have with 2 upgrades would be 3, which is the same explosion size they have right now... so maybe.

Concrete 'sandbags.' Filling regular sandbags with concrete instead. This would allow more HP before the sandbag is destroyed and remove all flammability from it. But you couldn't sell it back afterwards. you'd have to haul it away like debris if you wanted it moved (which could be good or bad depending on if you simply want to move it to a new location or get rid of it altogether). Of course this would cost more than regular sandbags.

Food:
eating raw potatoes or onions would make your colonists unhappy, but not as much as eating raw meat. Eating raw raspberries or agave though does not make then unhappy. In fact raw raspberries might even make them happy. Eating raw food would restore less 'hunger' than cooked food, which in turn restores less than nutrient paste. Nutrient paste would remain as is, but cooked food would either negate any negative effects or even add some positive ones, depending on the food.

This might require food to be sorted into a few categories though, so not sure if it's plausible or desired. If so, said categories would be:
- meat (very unhappy from eating raw, but gives most hunger benefit uncooked)
- root vegetables (unhappy from eating raw, but gives more hunger benefit uncooked than 'lower' categories)
- other veggies (no unhappiness from eating raw, but only some hunger benefit uncooked)
- fruits (some happiness from eating raw, but very little hunger benefit).

Nutrient paste would be generated from the dispensers as it is, but if categories are used, dispensers could be programmed to use one category of food before another or not at all, should more than one be available. This would allow you to chose to leave your fruits untouched for when power is out, or to use them first to maximize their hunger benefit, as nutrient paste always gives the same amount of hunger, which is the highest you can get from any source.

If food categories are used, then you could assign hydroponics tables to only grow certain types. Perhaps allowing the food event to only wipe out certain categories which are growing, or all of them.


Colonists/Prisoners/slaves:
Prisoners don't always have to join you as a full-colonist. If you want to talk to him and convince him of your cause then you can do so (perhaps some colonists convinced in that way will turn on you when the next raid comes around, indicating that they didn't truly accept to join but were simply pretending?).

What if you don't want to allow them the freedom of your base for fear of them turning on you in the next raid, or you keep capturing nobles, and you want to force them to work rather than letting them chose not to. You would then beat them, or execute other prisoners to increase their fear. Once their fear is sufficiently high, then they would join your colony as a slave instead of a colonist. They would always remain shackled, slowing their movement. They would never be able to participate in protecting the colony, but they could be made to do any manual labour task regardless of their 'profession.'

This could possibly require a new 'jailer' task, or fold it into the warden responsibilities. Which would be to feed your slaves and keep them sufficiently scared so they don't try to escape. Or perhaps to make them happy so that they could be convinced in the future to join your colony properly. A jailer (warden?) would also automatically try to recapture a slave which is trying to escape, which could happen at any time that they are unhappy and not scared enough. But since they are shackled, unless your warden is on the other side of the map, he should have no trouble recapturing one. Once a slave is recaptured, he will not try to escape again for several days, allowing you time to correct the issue which led to his attempt in the first place.

You could perhaps work your slaves to death, never allowing them to eat or rest, or you could treat them with respect and increase their happiness. If they are happy, then you can later convert a slave (with some interaction from the warden) to a colonist.

So again, happiness would be to convert prisoners or slaves into colonist (or to prevent slaves from trying to escape), and fear would be used to convert prisoners into slaves and to keep slaves from trying to escape.

Any slaves purchased from a slave trader would automatically be a slave in the colony until converted into a normal colonist. A slave trader will buy either prisoners or slaves from you. Although perhaps they will pay more for a slave than they will for a prisoner of the same type, simply because the work of converting them to slave is already done.

I guess that's it for now. I imagine this post is ridiculously long at this point. Not all of these ideas have been thoroughly thought out so they may have significant flaws, or be impossible to implement. I present them only for discussion on their strengths, and to give Tynan some ideas he may not have thought of already.