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Topics - TimMartland

#1
Mods / [Request] Pirates only mod?
December 11, 2014, 04:22:48 PM
Would it be possible to alter the game so only the pirate enemy types will appear? I kind of dislike the tribals and mechanicals both in gameplay and story, so returning to just human friends and foe would be great.
This includes all factions, regardless if they are friendly or not
#2
Ideas / Prisoner escapes
April 21, 2014, 03:04:23 PM
Perhaps if you had a particularly nasty raider in one of your cells they might try and escape? Some might wait and attack the person bringing food in an attempt to leave. Some might steal sharp objects to arm themselves. Some could slowly sabotage the door to make it lock open next time it is used.
Or some less intelligent prisoners might just start shouting and mess the cell up a bit.

The current prison system can be a bit flat, so more prison architect style antics might not go amiss.
#3
Ideas / Custom Appearances
March 15, 2014, 07:15:08 PM
Would it be possible to edit the appearance of the starting colonists? I'm tired of naked/mohawked/creepy colonists, and it would be awesome to be able to more deeply customise them (As an option - its perfectly fine to just use the first 3 you get for a challenging experience)
#4
Ideas / Procedural Landscapes / Large maps.
February 20, 2014, 11:13:55 AM
How big could the RimWorld world possibly be? I would like to see much larger worlds implemented in the future allowing for a focus on exploration and prospecting, with vehicles and expedition parties being central to such a design and a variety of biomes to discover. However, I am well aware of the limitations of the game, and I wonder will the maps ever become much bigger than the current 'Large' setting map? Would it at all be possible to implement a 'chunk' system where only the areas of the map being viewed are rendered and the movements and interactions of colonists not in view or immediately close by are only calculated and predicted in a basic sense? In this way, the colony would continue as normal but would not cause lag while the player is focused elsewhere.

Of course, this would only be necessary if the aforementioned 'World-size' maps are created.
#5
Mods / [REQUEST] Appearance mod?
February 18, 2014, 04:57:00 PM
Would it be possible for some modding genius to create a mod that allows players to:
1. Edit the appearances of the starting colonists
2. To increase the number of starting colonists to something like 5-6
#6
Support / Weird storyteller issue (Possible Bug)
February 13, 2014, 03:49:33 PM
I set up a Phoebe friendly colony to practice my construction skill and to generally have fun building a nice outdoors colony (Such colonys never seem to last in normal gamemodes). After about 30min of playing I had a good 6-ish colonists and two prisoners when... two raiders land! Are you meant to get raiders in Phoebe friendly? For me that would actually be good as I can make a big colony that still needs to manage some defence, but I thought Phoebe was peaceful. Any help?
#7
General Discussion / A question for Tynan
February 13, 2014, 01:38:56 PM
Hello there! I would just like to ask Tynan; Do you have an Alpha two 'Roadmap' of stuff you want to implement? I'm curious what the next update will hold and I would love to see to what degree RimWorlds development is influenced by the community.
#8
Ideas / Guard stance
February 12, 2014, 02:35:49 PM
It would be very useful to be able to place colonists in 'Guard' mode. This would work similar to the existing drafting system, apart from the fact that it would:

1. Enable the soldiers to go and get rest and food when they need it (You could also set their sleeping hours to get a 24-7 guard going)
2. Enable them to pull off duty to fight really big fires
3. Possibly allow you to set patrol routes around your base

This would help keep a constant security and military functioning, as well as help immensely when/if surprise raids and assassin attacks begin to occur  in RimWorld. It would let you guard against those pesky insane animals, and allows your workers to continue work behind the lines. Plus, it would look awesome! Feedback + Extensions would be nice!
#9
Ideas / Custom starting colonists
February 02, 2014, 05:30:51 PM
Would it be possible to implement the ability to alter the appearance of your starting 3 colonists? Stats and classes should remain fixed to stop people making maxed-out characters, but a way to prevent your initial settlers not cross-dressing, getting weird hair or arriving with no clothes would be nice  ;D