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Topics - TheSilencedScream

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1
Mods / [Request] Berating Assistant
« on: July 28, 2016, 02:34:49 PM »
So on the Steam forums, someone made a joke about tooltips (specifically here), so now I have to make good on my word and at least request it.

If possible, could a mod be made to overwrite the current in-game hints to make them more insulting and - potentially - less helpful?

2
Stories / The Crashed Ship. Of Hope.
« on: March 30, 2016, 12:16:14 PM »
I've been away from Rimworld for some months and still getting back into the swing of things. So, instead of Randy on extreme, I dropped it down to challenge. This isn't for measuring purposes - this is to preface: I wasn't prepared at all.

Raid.
Raid.
Power short circuit.
Heat wave.
Power short circuit.
Three of five colonists catch malaria while we're down to 3 medicine.
Poison ship crashes.

They're struggling, and I haven't even built defenses yet. And then the message pops: Raid! They're about to die, I know. I line up the firing squad, as I don't like save scrubbing, and await their deaths.

One hour passes. Two. Three. Where the hell is this raid?

I scroll across the map to see the last of the raiders bleeding out near the crashed poison ship, where four scythers now circle the ship. The scythers become an uneasy ally - and they protect my colonists from the next four waves (the sizes of which my colony certainly wasn't prepared for).

They have finally fallen, the scythers, but we have built a memorial in their honor. The fallen, brave machines are recognized and appreciated by our colony.

But I'll be honest:
When that next raid shows up, my colonists are ****ed.

3
General Discussion / Your ship just crashed.
« on: April 24, 2015, 09:35:56 AM »
You and two of your friends - in your current health and skill level - have crashed, just like vanilla game, in your average boreal forest. No mods, no variations, same starting gear and resources as vanilla game.

1.) What use are you?
2.) How long do you foresee your group surviving?

4
General Discussion / Time Tables
« on: March 25, 2015, 01:36:04 AM »
I'm definitely eager to see how these work (to those who don't know what I'm talking about, I'm referring to March 23rd's changelog where this image is linked).

A few questions, though:
1.) Will we be able to manually override still (say, click for them to haul something and interrupt their scheduled cooking)? This may seem like a silly question, but I thought I'd ask upfront rather than be surprised in A10. ;)

2.) What is done instead if, for some reason, the scheduled task can't be accessed (i.e. no ingredients to cook with, no stone to cut, etc.)?

3.) Does sleep and hunger automatically override the scheduled task?

4.) What tasks will we be able to schedule, exactly?

5
General Discussion / Multiplayer - how?
« on: January 03, 2015, 07:25:46 PM »
First, then isn't to begin a debate on whether there SHOULD or SHOULD NOT be multiplayer, so please don't derail into that. This is a discussion about my question, not about your preference on the existence of the root of my question. :)


On-topic.
On the Kickstarter page, when asked about multiplayer in the FAQ, Tynan says, "It's possible; and if the community asks for it consistently I'll gladly put it in."


Now, my question - for Tynan and forum members' opinions:
How would this work or how would you like to see this work?

6
Ideas / RPG + Endless Mode
« on: October 15, 2014, 12:56:13 PM »
LOVING the game so far, but these are my two primary suggestions:

1.) RPG mechanics - give us points to allocate to the skills, let us set the age and appearance, allow us to pick a weakness and strength, and let us set the background stories The balancing is easy; limit the number of points and for every strength, make us pick a weakness.

Personally, I base my colonists off my friends and myself, so I sit there and re-roll until I get something that satisfies me anyway; why not allow us to set our own story or even build our own challenge in this way?

2.) As I posted in General Discussions (and I'll flesh out here), I'd like an endless game. When your ship leaves and no more colonists are left, have that ship crash again in a completely new area. Keep only the colonists on your last ship (if you had more than one), and only keep the gear on their persons. Throw in a random injury as well.

What this does is allow players who have grown attached to their pawns to keep them, but also have a completely new area to explore and colonize. The main issue now is that, for the end game, you just turtle up and wait to die or ship everyone out to a game over screen. I want to keep playing, but I also want to have a reason to leave the home area, you know?

Any opinions/criticisms are welcome! :)

7
General Discussion / Plans for after evac?
« on: October 14, 2014, 05:07:21 PM »
So got the game this morning and already "beat" it in my first playthrough (although a centipede showed up and was seconds from destroy my ship).

I was wondering if an endless game would be considered; evac with your colonists, crash again in a new area (with injuries, but no casualties) and try again from there (and so on and so forth) until everyone's dead. I know you don't necessarily have to leave, but I'd already run the map dry of resources and researched everything; would've loved to keep going, and start over fresh somewhere else.

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