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Topics - TronPrime1

#1
Ideas / Music
February 27, 2014, 01:00:10 PM
Okay, I like Rimworld, and I'm sure you guys all like Rimworld, but to me there feels like something's missing. Something essential to the overall quality of the game. And that something is music. The game is great as-is, however with a little bit of soundtrack, it could become even more epic. So I compilled a list of music that I thought would work well for the game. For each track, a commercial license can be between $60-$100 (But that's still cheaper than hiring an orchestra ;)). All tracks from audiojungle.net, a royalty free music hub.

Main Menu/Theme: Destroyers by Dreamsfall

Strange New Planet: Just a Glimmer by starmusictracks

Ambient1: Ambient Cinematic Game Theme 1 by konstantin_31313

Ambient 2: Game Background by Goover41

Raiders1: Epic Action Game Loop by gregdoesmusic

Raiders2: Nebula One Assault Loop by imphenzia

ColonistDies1: Safehouse by Eirendin

ConlonistDies2: Memories by Eirendin

Endgame/Credits: Epic Victory by VogelAudio

Let me know what you think of my soundtrack lineup.
-TronPrime1
#2
Outdated / [MOD] (Alpha 2) CityBuilder (v.1.1)
February 26, 2014, 05:56:55 PM
CityBuilder



Description:
Have you ever been frustrated that your mean storyteller kills off all of the raiders? Have you ever wanted to build up a colony empire? Well now you can! Introducing CityBuilder! This mod adds a brand new storyteller named "Robert Wrecker" who'll let you have up to 80 colonists! 80! That's more than double of what Randy can offer. Note that you have to start a new save and select: Robert Wrecker as the storyteller.

Mod Team:
Download:


Screens:

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Changelog:
Version 1.1: Squashed some bugs, and made it generally work better. WILL NOT DESTROY SAVES
Version 1.0: Base Release

Send me your screenshots of massive colony chaos awesomeness!
Note: I see ItchyFlea's mod, however this one caps at 80 instead of 500.
#3
General Discussion / It's getting cloooooser
February 25, 2014, 08:07:24 PM
Man the hype is really starting to build and build and build... Alpha 2, where are you? Here are a few quotes that clue me in to it being close to release:

Tynan: "I'd just wait a few days, this will be much much easier with Alpha 2. "

Semmy: "Because he already is finishing up the release build."

Tynan: "Alpha 2 will come out very soon with a bunch of new stuff..."

MAN, it's closer than I thought, I'm so pumped up right now... Will it be tomorrow? The day after? Sorry if I'm building up the hype even more, IT'S JUST SO CLOSE! GAHH *Rips out hair*

Just, gimme a moment to calm down... phew. Wait, why does this thread exist in the first place? O_o
#4
Hey everyone,

As you may know, I'm making a 20-30 min long movie based off of RimWorld. I need someone, however, who can make and animate in 3D models for the movie. I probably won't be able to pay, however your name would be one of the first in the ending credits. If you want to apply, please PM me.

RimWorld movie thread: http://ludeon.com/forums/index.php?topic=2063.0

Thanks in advance,
-TronPrime1
#5
Ideas / Relationships
February 23, 2014, 03:58:06 PM
Okay, so while I'm playing Rimworld, I tend to make up stories for people as things happen, as a lot of you probably do (If not, then I know I'm just crazy :P). But what if this was actually implemented? As in: Your warden is probably the most sociable person in the colony, if you recruit a prisoner with the sociable warden using friendly chat, the prisoner becomes emotionally attached to that person, and later on they become friends. If the warden is incapacitated in a firefight, that person would have a slight decrease in loyalty, and a slight increase in depression. If the warden is killed, the person has a major decrease in loyalty, and a major increase in depression. There could even be an event where the person could lock themselves in their room if depression becomes too great.

Being recruited by a warden wouldn't be the only way the person could become friends. Having sociable chats and doing the same job at the same time could increase friendship levels. In order to keep tabs on who's friends and who's not, I propose a new 'Friends" tab next to Character when you click on somebody. There it would show a meter per friend to show the level of friendship. Also, the more sociable the person is, the quicker they gain friends, and the quicker the friendship meter grows.

Thirdly, there could also be a "Lover" section in the Friends tab. After a certain amount of time, if friendship levels increase between opposite genders, they could become lovers. After some more time, they could conjugate and produce a child.

SPECS OF CHILDREN: Children on RimWorld will not be able to be drafted into the military. They can help with tasks such as hauling and growing. They cannot mine, doctor or firefight. Because of futuristic genetic altering, it only takes 3 months before the child becomes old enough to fight (Youngest I've seen in the current build is 16, I'm guessing that's the limit)

SPECS OF PREGNANT WOMEN: Pregnant women in RimWorld will not be able to be drafted into the military. They can do all tasks except Haul, Mine and Firefight. The youngest a pregnant woman can be is 18, the oldest is 60.

Let me give you an example: Andy is a warden, and he successfully recruits Lynx, a captured prisoner, with friendly chat. Andy and Lynx are now friends. Suddenly, raiders attack, and Andy dies. Lynx becomes depressed and locks herself in her room for a set amount of time. After a day or two, she comes out and grabs a bite to eat. Joshua is eating at the same time and they chat. They then go to mine some ore at the same time and chat while doing that. Joshua becomes Lynx's friend. After a week, Joshua and Lynx's friend meter grows until they become lovers. They 'do the business',  and produce a young child named Jon, after time goes by, Jon grows up.

Finally, if close relatives die, depression sets in just like the friend system, however there is a 10% chance that there would be a mental breakdown, and they would have to be captured.

Now, I know this is an incredibly complicated system, and that this in no way is coming soon, however I wanted to share my thoughts that have been swirling around in my head. Also, I'm not guaranteeing this system is perfect from an programming standpoint. There could be complications coding it that I'm not aware of.
#6
Off-Topic / I'm so sorry Tynan...
February 22, 2014, 08:24:02 PM
I KILLED YOU. I'm so sorry! {Takes swig of Guinness} It was a *burp* accident!



Weird thing is, I didn't even notice it when it happened. I was clicking around the colony, then I saw this. Sorry about that, no hard feelings?
#7
Off-Topic / What's your favorite game soundtrack?
February 20, 2014, 12:47:19 PM
Okay, I thought to myself, what game forum would be best to post this question on? How about the one for a game without a soundtrack? xD

GO!

Assassin's Creed 4 (Brian Tyler)
#8
General Discussion / "Confirmed" Features in Alpha 2
February 19, 2014, 12:48:09 PM
So, I've been scouring the forums to make a compilation of all of the things that have official word of being in Alpha 2. Note that none of this is 100% confirmed, it's just all of the things that Tynan has talked about in a post, and publicly liked, or stated that it was already working in Alpha 2

Combat

Non-Lethal Weapons (Stun Gun? Gas Grenade? Dart Gun?):
Tynan stated on the famous Cheap Weapons topic that one of the best ideas yet was Non-Lethal weapons. These would be primarily used for capturing raiders instead of killing them.  NOTE: Confirmed to not be in Alpha 2 :(

Quote: "Nonlethal weapons is one of the best ideas in this thread so far :)"

Deeper Shooting Mechanics:
This one is a bit more difficult. Basically it means that higher-level soldiers will be more accurate, and less 'nooby' with their shooting. I'll let Tynan explain. NOTE: Confirmed to not be in Alpha 2 :(

Quote: "I would like to deepen the shooting timing mechanics. You'd get things like controlled bursts
from skilled shooters, wild sprays from amateurs, varying load times, and so on. It just hasn't been essential enough to do yet."


Less OP Blasting Charges, or NO Blasting Charges
This one I'm a little sentimental about... I just got to know the blasting charges, PLEASE DON'T LEAVE ME. All emotional breakdown aside, Tynan has given two possibilities to the fate of the blasting charges. Fate 1: They're gone. Kaput. Dead. Taken from existence. Fate 2: Raiders given AI to shoot and detonate Blasting Charges prematurely.

Quote:  "I was thinking I'd just either cut [Blasting Charges] (they're not that interesting, really, and don't make much sense in the simulation since none of your colonists are setting them off), or make it so some percentage of raiders are smart enough to stop and shoot them on sight."

Food

More Growable Plants
Tynan has specifically given us details about more plants, and has even told us it's coming in Alpha 2 (Or the next build, I'm assuming that's Alpha 2)

Quote: "This is actually coming in next build. I'm going to add some varied crops, you can set what grows in each zone, growing zones can be shaped any way you like (like stockpiles), you'll be able to grow decorative/dangerous plants as well as food..."

Hunting/Cooking
This one is actually one of the most anticipated features in Alpha 2, and the most confirmed out of all that I've looked through. Basically, you're going to be able to hunt and kill muffalos and possibly squirrels. It's also been "confirmed" that cooking and eating raider meat is going to be a thing. Bleagh.

Quote: "That's the beauty of a game like this. When you put in a game system, you just let it run to completion. So for a meat eating system, you'd have to artificially prevent it from producing human meat. And why would I do extra work to prevent that? Though I will have to do some work to create the proper psychological effects. But hey, it'll be worth it."

User Interface

Noticeable Messages
Yet another awesome idea from the Cheap Ideas topic. Basically, this guy told Tynan that he misses messages quite a bit (understandable, I do too ;)), so, he asked for a toggleable setting to make the messages more clear. Like it'll pause the game when you get a notification and automatically open it. Personally I like this idea. Link: http://ludeon.com/forums/index.php?topic=174.msg17808#msg17808

Quote: "...I'll look into it."

Construction

Walls Without a Roof
Hold on to your pants, we're about to get Roofless Walls!

Quote: No-roof regions have been programmed and are working well for Alpha 2.

Gathering Area (Bar? Pub?)
Oh, how I love this idea. Basically you have some sort of object or zone that you can define as a "Gathering Zone" or maybe a "Bar." It's a place where your idling colonists can hang out, relieve stress, and possibly take a nap. This one needs a link because Tynan's response is somewhat generic. Link: http://ludeon.com/forums/index.php?topic=2024.msg18827#msg18827

Quote: It's such a good idea that I put it on my short range to do list just a few days ago! Hopefully in Alpha 2.

Modding

Modding Support
Yes, there is going to be fully functional modding content in Alpha 2. Can't wait to see all of the things you guys come up with!

Quote: "...modding will be pretty fully supported in Alpha 2..."



So that's the list so far. Be sure to shout at me down below if I missed something important.


#9
General Discussion / RimWorld Film Project
February 18, 2014, 02:13:14 PM
Okay, so I decided to start a whole new topic about my project considering that the last one might have caused some confusion. I am making a 20-30 min RimWorld YouTube Movie (Colonizing Fall 2014). However I need some help with this. The one thing that is most needed at the moment is a CG artist. Someone skilled with modeling, texturing and animating 3D Models. Here's the issue though. I've been talking to Tynan, and at the moment I'm allowed to go ahead with the project, as long as I don't make any money off of it. That means no Kickstarter or Indigogo. Which means I have to fund it all out of my own pocket. So, the CG artist would have to work for free...

If the rest of you would like to contribute to this project, well, I have good news! You can help by following the G+ community and giving me feedback and such. You'll also get the latest news regarding the project. Right now, I'm in the scriptwriting stage. You guys can give me comments and affect the actual story as well. If you are a large contributor to the script, I'll put your name in the credits as a Script writer.

Here's the current team:

Scriptwriting Team
     (TronPrime1) Matthew B     Edward Black   

Set Construction
Brendon S (Unknown)     (TronPrime1) Matthew B
Edward Black

Location Scouts
Google

Actors
Gerald: Josh H (Unknown)
Rhodes: Edward Black (Unknown)
Sharpe: Kasey(?) (Unknown)
Elisha: (?)
Old Rhodes: (?)
Raider 1: Matthew B (TronPrime1)
Raiders 2 through 13: (?)
Robotic Voice: Kelly B

Film Crew
        Edward Black   (TronPrime1) Matthew B       


Current Stage of Development: Writing Script

The current script is linked on the G+ community, here: https://plus.google.com/u/0/communities/101424796349756960721

-TronPrime1

This project is privately funded, and is not monetized. No money is being made from this project. Special thanks to Tynan Sylvester for making the game and allowing me to non-commercially use his logo and concept for RimWorld to make this movie.