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Topics - Kelian

#1
Stories / The fall of Winter's Hammer
July 06, 2015, 05:44:56 PM
This is from a previous build, not 11, but it is still the most epic game I've played to date. I'll let the pictures do the talking. Randy Random is a <Insert bad offensive language here>. Fighting went room to room as soon as the perimeter defenses fell. I called in aid but they were chopped down pretty fast. My two snipers suffered headshots and head injuries in the initial defense. It was the most brutal fighting I've had to date. My colony survived the attack and lingered but with only five able bodied colonists from fourteen, it slowly sputtered out and the last them died of disease, starvation and mental collapse. This was when the ridiculous amount of saw a corpse penalties stacked and gave huge negative mood numbers.

Tynan took part in this siege, see if you can find him. He was the primary door kicker...



























#2
Ideas / New Incidents (Events)
July 03, 2015, 11:00:18 AM
I was playing Fallout 3 right after a Rimworld session today and wondered, hey wouldn't it be cool if we had a "regulators" type event? If you commit enough evil atrocities, an elite good guy militia drops into your map and tries to arrest all of your colonists for crimes against humanity. Or they could administer frontier justice.

On the flip side if you kill enough pirates and do enough good acts, suddenly you have the worst of the worst elite mercenary team dropping in to kidnap, or kill all your law abiding goodie two shoes colonists.

Just thought these two light and dark sided events could add more variety to the typical pirates siege and also give us a tangible consequence to our good or evil decisions we make in the day to day of the colony. These guys would not break and you'd have to fight them to the death. If you managed to down them they almost certainly would not convert and probably have little useful skills, focusing on assassin type skill sets while also having a difficulty of 99 to recruit.

Wandering broken thoughts of day.

Cheers.
#3
Ideas / Guest areas
July 01, 2015, 12:22:01 AM
Hey guys,

I'm sure this has been suggested and brought up before but I couldn't find any recent posts regarding it. Any idea when we will be able to designate guest rooms for vistors/passerbys. I'd like to set up a common bunk area and maybe a rec room or something for people that are not colonist and not prisoners so they don't have to sleep on the ground and eat off the floor. Maybe while they stayed I'd have the same options of friendly chat and attempt to recruit?

Hospitality could give a minor relations bonus too.

Also speaking of rec room, the colonists could use weight equipment for joy.

Just some randoms thoughts tonight.

Cheers.
#4
Bugs / Vistors only spawning with hats?
December 27, 2014, 10:12:23 PM
Three to four hats on person, no other clothes? 9 out of 10 spawn with only hats. Only one so far has spawned with clothes.

Hope you can see it well enough, had to resize it from 1920x1080 to met the stupid 600kb limit.

[attachment deleted due to age]
#5
Bugs / Hypothermia bug
December 25, 2014, 05:34:17 PM
If vistors or people passing by die of hypothermia while still en route, my debug screen pops up. Also their gear (meals) is sometimes unforbidden, without player interaction.

This was deadly for two of my colonists who autopathed to an unforbidden fine meal over the simple meals we had in stock. The passer bys died because the outside temperature was -157F. My colonists soon trekked out to get the bugged meal and died within 10 minutes of being outside.

Something to look at. Yes I was running the ice sheet mod to play in the icesheet, but I believe this has to do with the codding of hypothermia, not the particular biome.

Also maybe an easy fix would be to have NO vistors/passer bys during the winter months when even a parka and turqe won't cut it in the tundra and icesheet biomes?

Thanks guys! Still loving this game.
#6
General Discussion / Heal my colonists in dev mode?
December 21, 2014, 08:38:29 PM
Title says it. My first colonist and one I grew most attached to had a mental break after three years in the tundra and we had to shoot her to reign her in. She broke after a lengthy siege from 65 pirates forced her out into the cold for nearly two days straight. She witnessed 50 some odd corpses and was urgently hungry, very tired, and wounded. She broke on the way back to base right before she got to her bed to rest. We recaptured her after incapping her and healed her up with glitterworld medicine but poor snotface, yes that's her name, suffered brain damage. Her brain is now 1/10, old gunshot wound from the r-4 and she is brain dead and can't get out of the hospital bed. She has very low consciousness and has to be fed every day but is no longer physically injured.

I don't want to euthanize her. Poor snotface has been with us since the beginning! Help?
#7
Ideas / Colony Reputation
October 31, 2014, 06:55:45 PM
Hello all,

Was playing through my first game this evening and happened to think. Wouldn't it be cool if your colony could become specialized and earn a reputation based around that specialization?

Say if you produce a ton of medicine or heal a bunch of people. Word gets out your a great rim world clinic stop and you can barter goods for medicine treatment. The more people you help the larger your rep would become.

Colony full of cannibals? Suddenly you're known as people eaters and all cannibalistic lunatics flock to your colony to join your ranks, or hoppers :)

Booming hat business? You could be the best stop this side of the galaxy for western gear.

Weapons, medicine, crops, parts, people, people parts, basically anything in the game you're good at you could specialize and become widely known for. Boosting your income randomly as trade comes in.


Another idea I had was competition. What if we had another group or two of colonists to compete with? Permanent settlers building their own set of structures and competing with the player for the same resources. I feel hat would add some variety and depth, instead of just raids.

My experience thus far is limited, but this game is a ton of fun and I plan to stick around :)

Thanks all

Edit: Specializing your colony would of course be an entirely optional feature and not something the player would be forced to choose. You could remain a normal jack of all trades colony as we are now.