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Topics - tommonius

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1
General Discussion / how to spawn specific pawn
« on: August 06, 2016, 09:52:11 AM »
I was playing Rimworld and sold a bonded animal by mistake and saved over the file and did not realise I sold the animal I started with for some time, is there a specific command I can use to get the animal back?

I am kicking myself for selling Petulina the Yorky while my leader is moping at her loss.

2
Ideas / non lethal subduing weapons
« on: August 01, 2016, 01:16:34 PM »
I am actually surprised this is not in game already as a way to subdue rioting colonists that have had a mental break of subdue enemies.

Could it be possible to get weapons like tasers and capture nets in game to take people quietly other than hope you don't shoot/ beat/ stab them to death?

This idea came to me when I opened up an event area and found cyro pods that had 5 injured colonist space marines to rescue and one that was fighting and shooting, it occured to me that trying to get said people to join your colony after they were treated would be hard when you explain you killed their friend/ squad-mate.

Also on the subject of non lethal force, would explosive collars be possible so captured people could be forced to work in the colony and not be so useless. They might not be ture colonists and have massive mood decreases and cannot go far away from the colony but it seems odd that the raiders I downed that may of killed a colonist and I want them to replace them and yet I have to coddle up to them despite what they have done.

your thoughts?

3
Stories / a moment of silence for my hero
« on: July 31, 2016, 10:03:58 AM »
I started a new rimworld colony to try the new version of the game.

I decided to go for a single rich explorer and named him tommonius after myself, imagine to my surprise that the pet he started off with was a yorkshire terrier, I have one in real life, 14 years old and been my companion from the start of adolescence.

I decided to play lawful good to the extreme, answering every call for help when colonists are being hunted by factions even when my base was in dire straights and not defensible, but I managed.

My man was a true defector from dissidence from the glimmer worlds and made a beacon of hope for people hard on their luck, true he was a little greedy having the largest room and a royal bed with marble laid flooring and everyone else had to make do, but all heroes deserve the perks right?

He even married the first ever colonist he saved, a poor stranded woman running for her life from savage pirates, he even gave her his charge rifle as he could not shoot for crap despite his love of guns.

He had a lavish ceremony in a rose filled garden standing on a wedding spot gilded with silver tiles to tie the now, things were good.

The colony survived enraged boomrats, psychic drones, tribal raids, mercenary assault squads, mass electrical storms and massive fires burning crops and oh so much more.

Yet here lies the tragedy, the same Pirate group Tommonius encountered who after hearing nothing from them came back to lay siege, he personally led a sally force with everyone who could hold a gun and his crack kill team of attack timber wolves he trained.

They mostly had grenades and one pistol so I felt I could beat them in a stand up fight at a distance but a freak shot clipped his leg and he could not run away as 4 of the buggers rushed him with grenades and killed my poor hero outright.

Every single pirate was killed, not a single pirate escaped the bloodbath but it was no consolation, my heroic founder was dead and the kicker? my Yorkshire terrier I told to wait in my room for my return and his wife went completely berserk upon his death.

Maybe I could make him a golden mausoleum for Tommonius and have the colony go on in his name after all I named the colony Tommoniusville, but after Bill the Yorky was put down to extreme grief I feel it is time to put this colony to rest and honour it.

Fair thee well Tommonius the founder and Bill the Yorkie, you were a candle of optimism in a sea of evil  :'(


4
Ideas / training rooms
« on: August 23, 2015, 07:17:53 PM »
It occurred to me that colonists lack a way to level up skills reliably without actually performing actions. For example now colonists can fail to get any produce from harvesting crops if they are low skilled and many colonists may have low skill in shooting making me unlikely to try and fight or hunt with them.

what we need is training rooms, a library so they can get skill points about reading how to rear and harvest crops so I can use them without fearing them wasting all my time I spent growing crops and a shooting range where they can learn how to not shoot their fellow colonist who is not even remotely close to the boar I ordered him to shoot.

Perhaps we could get a training dummies so my colonists can practice how to fight in melee combat and maybe some kind of weights room where they can do some much needed lifting so they can haul more crap I want.

Will this ever become a reality in game? is it feasible??

5
General Discussion / optimal temperature regulation in colony
« on: August 23, 2015, 07:10:33 PM »
Fellow Rimmers lend me your ears. I started my first colonny on the new alpha 12 and was caught out by no less than 12 heat waves one after the other.

I decided to make cooling units to keep my food from spoiling and then turned my eyes towards decking out every room with a cooler as the heatwaves just kept coming back to screw me over and it occured to me that the storyteller delighted in punishing me with heatstroke.

I really think the heat the coolers produce could be useful, so adding hot air to the rooms for my colonists is the desired result but what is the best way to make use of the heat the coolers produce?

A sort of hot corridor surrounding my bedrooms and living area as a hot room that my enemies must make their way through? or is their a room that would benefit from being hot all the time?

Should I just vent the heat out into the wild? your thoughts please.

6
General Discussion / gaining/losing traits
« on: December 17, 2014, 07:24:02 AM »
question is in the title, will it ever be the case that doing an action enough times might gain you a trait whether positive or negative? Like a colonist hauling dead bodies so eventually he is no longer phased by it.

Or a colonist getting a brawler trait if she fights in melee quite often?

7
General Discussion / injured neutral
« on: December 14, 2014, 09:04:26 PM »
I found an injured tribeswomen from another village face down and dying, was thinking of saving her but my options seem to be only to capture and this will turn them against me.

Are their any other options for me? if I released her afterwards would I still be at war? Should I just spray her full of bullets instead of just letting her bleed out slowly???

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