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Topics - Valdemar FIN

#1
Bugs / [0.8.657] Black screen when loading world
December 18, 2014, 01:25:04 PM
When I load any world, console opens up and tells me that error has happened (See attachment. In that screen, I tried to load two different worlds, so there are two different error messages). GUI seem to work fine, however everything seems to "stick" to the screen (Demonstrated in attachment via click+drag). Game itself is black and paused/frozen, but I can still hear ambient sounds (eg, mechanoids squeking, low hum of crashed ship part, crackilng of fires).

I redownloaded Rimworld and I worked just fine, until I exited it and came back.

[attachment deleted due to age]
#2
Ideas / Megascarab needs to be more ''mega''
November 02, 2014, 07:18:21 PM
Upon first hearing about megascarab (hadn't played desert before) I thought of hulking beasts size of a muffalo.  However when I first saw it was ''only'' size of a  boomrat, I was mildly disappointed. Sure, seeing a bug as large as rat IRL is horrifying, but in rimworld is pretty meh. Replacing casual dromedar with scarabs of equal size would make the game more interesting and give rimworlds you settle a little bit more alien and interesting look.

PS.  If scarabs get a size buff then make their leather item ''chitin''.
#3
Bugs / Negative experience? [Alpha 7]
October 04, 2014, 03:54:49 PM
I have noticed that whenever my skill 19 (his skills have actually reverted from ~200000 to ~195000) cook cooks meals, his experience goes up the normal amount, but after that it goes down slightly more or less the normal amount.
Similar thing is happening with shooting skill, it appears whenever character shoots or hits his exp goes up, but when he misses his exp goes down.

Is this a mechanic that I have not heard of or is it a bug?
#4
Ideas / Battle stations and alert system
January 03, 2014, 07:55:58 PM
Hello! I'm new to the the forum so I'm sorry if this has been already suggested or discussed, but this didn't show up in list of suggestions.

What I am suggesting is:

Red alert, Amber/Orange alert and Green alert system.

Green alert

Default situation, workers go out normally and there are no threats in the horizon.
Used most of the time, unless raiders appear or animal gets mad.

Amber/Orange alert

Used when raiders have appeared or animal has gone mad, but when they have not yet attacked you base.
When Amber/Orange alert is in effect, everyone stays within home zone, and nobody doesn't wander out of it. Preset guard settlers grab their preset guns, but they won't get into their positions just yet.

Red Alert

Used when raiders have started assault or animal has gotten too close for comfort. All guard units will be automatically drafted and sent into their preassigned positions (behind sandbags etc.). All other settlers will run to the area/rooms that have been set to safe zone. All auto-turrets will automatically turn on if they were set off, and some preset lamps will switch off.

Red alert would also have different setting such as setting 1, 2 and 3. Lets say that setting 1 makes guards run behind sandbags in front of base, 2 makes them run to positions in entrance hall, and 3 makes them them to fortify just in front of safe zone. Safe zone would be settable just like home zone now, but it would have lilac colour to it.
Player can manually set them all to match up with his/her preferences.

Other mechanics
The player controls these settings with buttons that are, for example, in upper corner.
Other unit settings could be paramedic, who stays behind front line and rescues people automatically and repairer, who fixes door/turret, until it is in brink of destruction and by then runs away. Repairers could also weld door shut which will increase amount of HP cap in door, but it prevents anyone opening it. If welded door is not destroyed during assault, it will take slightly longer time cut it open.
Player could also tag settlers to ignore the alert if they are farmers or miners indoors.
Also when red or orange/amber alert is in effect, all lamps will glow in red or orange colour.