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Topics - dakenho

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1
Ideas / player orbital trade ships
« on: February 24, 2017, 05:03:21 PM »
with caravans and global trade being a thing I would like to see a player built trade ship be a thing.  It can work off the same ship mechanic that is used now but allows players to trade over vast areas of the planet.  Cargo/Trade pods could be used to limit/balance it but would make for a great mega project

2
General Discussion / Rim World Challenges
« on: February 24, 2017, 05:01:51 PM »
I thought it might be fun to create a thread where people can discuss the various, self imposed challenges they have put on them self's and maybe give other players some neat ideas.
  • The Ice Shelf Challenge - default start but on an ice shelf area
  • Extreme desert challenge - same as ice shelf but with the extreme desert biome
[li]luciferium addiction Challenge - your colonists are addicted to luciferium (on purpose) (start with 20-30 luciferium)
[/li][/list]

post your self imposed challenges and and maybe we can get some fun youtube streams going

3
Ideas / Performence patch
« on: February 20, 2017, 10:12:55 PM »
I think its time this game had a performance patch, on larger towns of 12-18 people the simulation starts slowing down, additionally there is a frame rate drop on the world map when zoomed out too much.

4
General Discussion / Caravan Help
« on: February 20, 2017, 10:07:47 PM »
I am having problems with my caravan, being that I cant seem to get the medicine off my muffalo to help treat my people, does any one know if its possible to manage the caravan items?

5
Ideas / more info on factions on world map
« on: February 19, 2017, 11:35:15 AM »
there should be more information about factions on the world map, if i click on a settlement there should be a bit of text that shows my current standing with that faction

6
Ideas / get rid of auto join colonists
« on: February 18, 2017, 10:15:00 PM »
please, please, please, get rid of auto join colonists, Had a can were i got hosed by to many people joining due to limited food production, anytime any one wants to join the colony there should be a pop with accept or deny, there should also be a dismiss option to kick people out.

7
Ideas / more planet charecter/animals
« on: February 14, 2017, 11:14:14 PM »
one of the things i would like to see is more character to the planet, an easy way to do this could be regular astronomical events, ie comets, meteor showers, hurricanes, things that can happen in regular, predictable seasons.   Another easy option would be to ad a migratory animal, the rare thunder thing is a nice touch but what about a large herd of penguins (or alpha beavers) that have a set migration time/path,  for something like penguins they could migrate to the far north every year to lay their eggs(which players could raid) (this would be a great food source for those who choose the ice shelf challenge as well), this means the animals will not be seen in certain areas during certain times of the year but will be seen in large quantities in other areas.  This behavioral pattern can impact other things, for instance maybe muffalo are highly aggressive between late spring and early summer during their rut.

8
Bugs / friendlies have arrived and they are murdering my prisoners
« on: July 04, 2015, 11:15:37 PM »
well the subject says it all
for some reason some folks I had captured who were secure in my holding room were murdered for no reason when "friendlies" arrived to help me.  (prisoners were not berserk), oddly this happen twice with one set of prisoners who had a low chance to join.

9
Ideas / worg improvments
« on: June 26, 2015, 04:56:33 PM »
worgs should eat colonists, not just wound them and leave them alone.

10
Ideas / ammount of daylight
« on: April 30, 2015, 03:13:24 PM »
adjust amount of daylight based on location on planet /time of year.
perhaps adjusting daylight on planet gen too (year/season length???)
worlds with multiple stars/moons.

11
Ideas / granulating manufacturing
« on: April 21, 2015, 02:03:15 PM »
Manufacturing menus really need an upgrade
first of is the fact that really only one thing can be produced at a time with out moving things up and down in the menu, what if you want to make two different items and only have one person who can craft stuff? you have to go through the menu and alternate,    a check box to allow players to build even amounts of items so that my colonists can have both pants and hats would be nice.
secondly manufacturing really needs to be separated
 brewing, cooking, and butchering should really be separated, often times i hunt in large spurts and want everything butchered first and its annoying that your cook is spending all his time making beer and you run out of food, a simple solution would be to allow production priority much in the way you can set job priority.

12
Ideas / player control over difficulty
« on: April 21, 2015, 01:53:10 PM »
now that difficulty has stretched to many different aspects of the game why not allow players more granular control over it? a few sliders with various options such as growth or yield amounts, siege sizes/difficulty.

13
Ideas / balencing heating/cooling
« on: December 30, 2014, 12:11:05 PM »
so I love the the new heating and cooling requirements but have found a couple of problems balance wise.
1. its really expensive metal wise to add a heater to every room. but they get anointed at shared rooms.
2. People complain about working in cold rooms but then if you give them really warm clothing you risk heat stroke the rest of the time and their does not seem to be a good way around this.

while heaters and coolers are good for individual rooms like food freezers they can be expensive (150 metal a room ish * 16 colonists :/). maybe a central boiler room and the need to build vents and ducts (similar to wire conduits?) and then let players use heaters and coolers for special case rooms.  even allowing heaters to be placed in walls to be shared by more then one room would really help with the metal cost .

14
Ideas / orbital combat
« on: October 01, 2014, 02:38:48 PM »
I am curious if orbital combat/defense will be possible, it would make since that raiders who drop in form space would also shoot your colony from space.  This would open up other options like defense guns that can shoot and falling drop pods.

15
Ideas / manufacturing
« on: October 01, 2014, 02:35:57 PM »
I suppose this is less of a suggestion and more of question, will there be limits on what players will be able to manufacture?   For instance will be able to make our own bionic eyes or will they only be tradeable, I personally can see arguments for the system going either way. 

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