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Topics - Teovald

#1
Bugs / vertical doors need their own assets
January 29, 2015, 09:17:48 AM
Doors positioned horizontally look good, but verically positioned doors look like a simple rotation of the same asset. 
They don't blend at all with the walls and look like a completely different projection. 
Would it be possible to improve this ? 

example :
#2
Bugs / [M|0.8.657] temperature display bugs
December 21, 2014, 04:24:22 PM
when hovering the mouse over an interior object like an hydroponic table or a support column (1 by 1 wall surrounded by an interior room), the temperature display shows the outside temperature.
#3
steps :
-order one of your colonists to start a communication (in my case, I wanted to start a trade)
-start drawing a selection rectangle, don't release the mouse button
-when the communication start, you cursor will be stuck in rectangle selection mode behind the trade window.
#4
Ideas / True darkness
October 25, 2014, 12:22:34 PM
I think that one thing that could be implemented in order to make both day/night cycles and underground colonies more interesting is a more advanced management of light and darkness. 
If accuracy becomes way more dependent on the light conditions (right now I have not seen major differences between night and day battles), it will bring many interesting variations : 
-during the night, you can only clearly see what is illuminated, so you can bring things like torches that allow to detect enemies, or even automated lamp 'traps' that light up when an enemy is nearby, allowing your colonist to more easily focus their fire on him. 
-tunnels are obviously in the dark, so permanently have to deal with visibility in subterrean colonies, which should help balance in vs out colonies. 
-muzzle flash should vary from one weapon to another. You can shoot arrows during the night while staying almost undetected, but not so much with a minigun. 
-Snipers can assault colonies (or raiders siege camps) during the night and use the darkness to their advantage. Even if the muzzle flash betrays them, they can move between two attacks. 
-it also allows surprise attacks against colonies at night (a variation / replacement of the drop pods falling on your colony).
-Equipments (miners-helmets, night vision goggles, ...), traits, specializations (assassins and miners should have good night visions, researchers not so much), mutations and eye implants could all play a role in this.
-Lightning makes everything visible for a couple of seconds. A fire lights up its surroundings, making the flare gun (sorry, I have forgotten its official name) very interesting tactically.

The big downside of this is that it might need a lot of work on the engine if the current lightning system does not support these features.
#5
Bugs / [M|0.7.581] double input on each clic
October 02, 2014, 05:01:59 PM
I am reporting this bug for alpha 7, but it was already present in alpha 6.
Each click appears to count as double on MacOsX, meaning that for example, each time I try to build something, I get an 'identical blueprint already exists here' warning, coupled with an error sound.
It is not a game breaking bug, but it is very unnerving to hear this error sound every time you click.
#6
Bugs / [M|0.6.532] folder name issue
August 16, 2014, 06:09:42 AM
I have discovered an issue with the way the name handles its path : 
On OsX, if I name its folder 'RimWorld - Alpha 6 / 532', the game always fails to launch. It works fine if you name it 'RimWorld - Alpha 6 - 532', so it looks like the '/' is confusing the game. 
#7
Bugs / [M|0.6.532] colonist stuck in a building
August 16, 2014, 06:07:19 AM
I had a colonist stuck in a building just after finishing building it. The building had a door, but there was a tree directly in front of it. 
It may qualify as 'working as intended', but it would probably be a good idea to put up an alert when a colonist is stuck like that.
#8
Bugs / [M|0.6.532] graphical glitches
August 16, 2014, 06:05:22 AM
I have notived a couple of graphical issues on the last build of RimWorld (cf the attached screenshot): 
-Trees do not properly clip each others or other objects. As you can see, the wall covers the neighboring trees, whereas it should be the opposite. Same issue for two vertical rows of trees. 
-There are crazy shadows at random points of the map, they don't seem to be generated by any point on the map.

[attachment deleted by admin: too old]
#9
Ideas / better clothes management
August 08, 2014, 05:28:56 AM
The new cloth system is pretty neat but during long games articles of clothing quickly start to litter the landscape and/or storage areas.
A couple of suggestions : 
-Allow colonist to gather up to 5 pieces of clothing during each gathering trip to the storage area (maybe make an exception for legitimely heavy articles like power armor)
-Implement some way to stack the clothes you are storing (a rack ?)
-Allow us to sell stored clothing, even for a negligible amount of money or to dispose of them in some other way.
#10
General Discussion / Alpha 5 and sieges
July 06, 2014, 06:37:09 AM
I am enjoying my time with alpha 5 a lot ! 
One thing that bothers me is that I have found a tactic to break a siege that may be a little too powerful. 
When I get besieged, I equip my best shooters with sniper rifles. 
First, they dispatch the sniper wielding besiegers if there are any.  It is usually possible to pick them one or two at a time, versus my 4 or 5 competent shooters. 
When they are no longer a menace, they snipe the mortars. It is a very efficient way to destroy them, and the explosions and fire can kill the surrounding ennemies. 

I wonder if this is an expected strategy or an exploit. The besiegers never try to mount a counter assault on my sniper team.  The only downside is that snipers are prone to mental breakdowns since they have to travel a lot and snipe for a at least a whole day while looking at people dying.
#11
Bugs / [M|Alpha 5] need a grave message
July 06, 2014, 06:27:57 AM
I cremate corpses in order to do not have to build hundreds of graves. 
Even with a functional cremation room, I often get the message 'need a grave'.   

Additionally, this message is not always useful, I finally decided to let corpses rot in siege sites. On a big map it takes a day for a colon to go fetch a corpse and burn it. It is a waste of time and motivation to do so for a corpse that they will never have to look at since it is on the other end of the map.
#12
Bugs / [M|Alpha 5] ruins behavior
July 06, 2014, 06:23:49 AM
The game generates some ruins on the map. They can be used as a shelter by rebuilding the missing parts. 
There are a couple of issues with these : 

-you can't order your colons to deconstruct one of these ruins.
-you can however use grenades with manual aim to destroy one of these ruins. Once the ruin is entirely destroyed, the roof stays in place, leaving a shadow on this area of the map. You can remove that shadow if you create a no-roof zone over that area, but this is just silly.
#13
Ideas / inverse the logic of launchpads
February 21, 2014, 07:37:47 AM
Having to put all the goods you want to sell on launchpad is a pain and necessitates to tune the different stockpiles priority. 

I would largely prefer empty launchpads. 
When you enter the trading interface, the content of all your stockpiles is accessible (instead of what is on launchpads). It will need an interface a bit more adapter to filtering. 
You agree on the trade (let's say 200 silver + 100 metal vs a big gun). Immediately, your colonists start loading the launchpads with the silver & metal. Once everything is loaded, it is beamed up & the trader send down the gun.

What to you think ?