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Topics - Ermantis

#1
Mods / [Request] Mortar
May 12, 2014, 05:22:54 AM
So, we need mortars. Shoots over roof-less walls. Explodes on impacts. Could use missiles and could use incendiary weapons.
Lights mortars could be moved and carried around but would slow down the carrier.
Heavy mortar would be like turrets, and need someone to use them.
And, of course, raiders would have them to.

Imagine the sieges... Just imagine...
Anyone up for it ?
#2
So I was just wondering... Would planting a landmine in the middle of a corps-dumping stockpile make them disapear as grenades do ?
Can't try now, but was wondering...
That would make an easy way to get rid of them bodies !
#3
So… I’ve already seen a thread about religions around there, but it included the IA being gods which is not the idea I would like to explore.
As psychology is, religion could give a great and deep dimension to the game.
Look, you have tribes of natives throwing rocks at you, colonies from distant planets living next to you, and raiders, all around. Plus: your crew, different people from different horizons. And you would like to tell me that NONE of them believes in anything? Please…

So that’s how I see things:

GODS â€"
There is a bunch of gods, all which would want a way to pray them :
-   simple morning prayers 
-   prayers 3 times a day
-   unauthorized to eat things (meat, vegetables)
-   unauthorized to kill things (human, animals)
-   has to sacrifices object (metal, silver, etc)
-   has to sacrifice vegetable
-   has to sacrifice animal
-   Human sacrifices.
Plus, some gods might want their follower to pilgrimage, making them absent from the base for a week or two, sometimes never to come back…

IMPACTS ON THE COLONY â€"
Each religious colonist would have a satisfaction malus if they can’t serve their god well. And of course, sometime it’s better to kill a colonist than to let him murder your all base to a god… ;)
Some of your colonist might have no faith. But can be converted to some god: tribal coming to visit the colony could talk one of yours into their faith, for example.
Having a colony dedicated to a god could have you better relations with other tribes or colonies, or worst, if those gods are enemies…
Finally, building hostel to pray some of the gods could please your colony, and you might even want to turn your colony in a god loving monastery dedicated to sacrificing other people… #MUAHAHAHA

IMPACTS ON THE GAME â€"
Although the player doesn’t have a hand on when to pray gods or how, praying gods could still have impact on how the game goes.
A colonist that has been really faithfull lastly could have a invisible bonus (invisible cause faith should be questioned ! ;) ) making him more precise, more healthy, more efficient at stuffs… And a bad believer would have negative stuffs happening to him, that could impact all the colony (giving your crops a dicease…)


So here you go, let’s talk about this. I’ve tried to make it clear and to show how it could make the game deep. There is no point arguing about religious beliefs or what, we are only talking about deepening the game, and I don’t see any way this could not be a good idea.
Inb4 atheists getting mad.
#4
Ideas / Change game control ??
April 18, 2014, 11:00:29 AM
Hey, AZERTY player here... Using WASD doesn't work well here so... Is there a way you could externalize the control configuration so we can modify them ourself ? (In a xml file or something)
This would be a temporary solution while waiting for an option to modify control ingame...

That would help a lot if we could personnalize them =)

Thanks !

PS : Maybe is it already possible. If so, could anyone tell me how ? I've not found any thread on this forum about this...
#5
Bugs / Weird Warolh-like colors on a game
April 16, 2014, 03:21:36 PM
Hello guys !
So, I don't know if it's only me and if it has something to do with my computer or something, but I while playing I  suddently get my screen change color in a very... odd way. Check that screenshot : https://www.dropbox.com/s/okb4aliu577kkxw/screenshot1.png

So... What is that ?

Save : https://www.dropbox.com/s/ch5i9l6yx4pvlnj/Sagertown2.rim
#6
Translations / Translation General
April 13, 2014, 05:40:23 AM
So, seen more and more translators will probably join the team, what about a centralized thread where all general translation questions can be discussed/answered ?
All translators, get in here ;)

Translations avalaible :
- German
- French
- Russian

General infos
All translatable files are listed at the bottom of the translation wiki page : http://rimworldwiki.com/L10n

Please have yours posted on this topic, and update this Wiki post whenever you feel like starting a new one !
I'll try to keep the first post clean and let the Q&A go after ward... Maybe also update this post with the most interesting things.
#7
Translations / Official: Francais
April 12, 2014, 11:00:43 AM
Traduction RimWorld Francaise

Information
Une traduction en francais de la version Alpha3 de Rimworld. Vou�e � am�lioration, mais tout ce qui pouvait l'etre a �t� traduit !

This version applies to RimWorld Alpha3. It might still need some improvement, but everything that has been translated in german is actually translated in french.

Description
This translate most of the game in french. Still has some work to do, and i'm open to every improvement.

Team :

Download



D�pot Git Officiel (pour les traducteurs int�ress�s) : https://github.com/Ludeon

How to install:

- Unzip the contents and place them in your RimWorld/Mods/Core/Language folder.
- Select the language 'fr_erm' in the options menu

Notes:

I need your help to fix and find some spelling errors, so feel free to post them down here.
Also, if you find ways to say things in a better way, please, propose them to me ! I'll put them in if possible !

Changelog:
1.0: Release
1.1: Corrections by Tarrke
1.2: Hiztaar's translation & correction integration

Special thanks to the german translator team who lead the way on that translation (and thanks for the topic prez, too, guys. ;) )


FOR FRENCH TRANSLATORS :
I just added the french version of the Keyed folder for ALPHA 4.
That way if anyone want to take it and integrate it to his work, it's done. ;)

[attachment deleted by admin: too old]
#8
Maybe my problem is related to this issue : http://ludeon.com/mantis/view.php?id=640

- When clicking on Architect menu, first thing is : it's not translated, and I haven't found where to translate it.
- When selecting a sub-menu (like furniture), only the last half of the things are translated... Have missed something, or... ?
- Last thing : where do I translate the caracter creation menus ? And why wont the jobs translations apply ?

Oh, and... why can't I take screenshots ? oO

Thanks ! ;)
#9
Translations / Need a larger ALERT size ?
April 12, 2014, 08:48:54 AM
Hey !
So i've got some problem with the alert size : wether they are not large enough, or they should accept 2-lines comments... French has long ways of saying things, and it's hard to make it shorter sometimes...
Just a idea though ! ;)
#10
Hey guys,
So i've created a french translation of the game. I've just updated to alpha3c, but I can't create a game when selecting my custom langage... How's that ?
At sotryteller selection, when wantting to launch the game, the "Generating world" pop-up flashes, and then nothing happens.
Do I have to use the mod system to integrate it, or placing it in mods/core/langage enough ?
Could it come from something else ?