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Topics - MyNameIsSpyder

#1
Stories / A New Beginning
February 18, 2015, 07:51:47 PM
A New Beginning
As some of you might know ( You all know. ), Rimworld just got a new update; Alpha 9.
So, in honor of the game's recent advancement ( And because I'm bored and no one else has made a Alpha 9 story ), I decided to record my first experiences in this post. I'm just posting this as some info, and the first part will be up soon. ( Alpha 9 is still extracting, so I wrote this to pass the time. )
#2
Stories / The R.C.P; The Rimworld Colonization Project
February 14, 2015, 01:36:56 AM
The R.C.P, or the Rimworld Colonization Project, is the brainchild of the R&D of RimTech Incorporated, a glitterworld-based company focused on the outlying planets of our galaxy, known as Rimworlds, and specifically those untouched by man. The rich people of this glitterworld quickly took interest, funding the company a grand sum of approximately 4,000,000 silver ( They have their own currency, but it converts to approximately that ), and RimTech's R&D quickly found a solution for the extreme difficulty of finding settlers to colonize them; sending in androids. These androids, known as D.A.C.s, or Dynamic AI Colonists, are well-rounded, AI-driven bots with built-in automatic logging systems, so RimTech can monitor their developing colony. The very first bot was put into testing, and then was sent off. And then it begun.

Hello! The idea of this 'challenge' ( It's more for people to develop stories with than use as a challenge ) is to have one person, an android with full bionics ( Use the Epyk pack, linked here, as I couldn't figure out which mod added it. ),and a certain set of traits and skills ( Look in the attachments for a preset for Edb Prepare Carefully you can use, install by going to C:\Users\(Username Here)\AppData\LocalLow\Ludeon Studios\RimWorld\PrepareCarefully, and then dragging + dropping in the .pcp file. If you want, you can edit the preset in-game for better story potential! ( For example, megascarabs might have infested the ship and destroyed supplies and weakened the D.A.C. ), and then send it out to start a colony by itself, with you recording it's automatic logs in the forums. Here's what a single log entry would look like;

Log #( You would add a number for each log, obviously. )
Model #(Model number, must stay consistent, and cannot be used in other stories as their model # )
Date; #-#-# ( Rimworld Date )
( Insert log here, and remember, you're doing this from an AI's point of view, and your goal is to create a prosperious, self-sustaining colony using only the D.A.C and recruited people, not to escape the Rimworld! )

( Here you would put something like "Here's a link to the original idea for this story; https://ludeon.com/forums/index.php?action=post;msg=102660;topic=10401.0", or something like that. Had to put that in parenthesis so people didn't think I was linking to someone else's post. )

PM me if you make a story using this, and I'll add it to the official database of The R.C.P stories on my site here. Thanks for reading, and please leave feedback either via my site or down below.

[attachment deleted due to age]
#3
Stories / An Unnamed Story
January 10, 2015, 12:49:10 PM
                             Colony #1


                             Part 1; The Intro

So, today I set out to make a story. I had no title yet, and no idea what would happen. I disabled all my mods and made a new world. I had been playing Rimworld for about eight months now, but I had just discovered the forums two weeks ago. I started up a new colony on Randy Random ( For extra drama! ) on serious challenge difficulty, and then I picked a tundra very, very near to the Wild Locusts, a pirate band. Then, I went with what colonists the game gave me automatically, and started the game.

                           Part 2; The Colonists

First, I surveyed our colonists; there was Sora, the worst kind of colonist; she spent her childhood as a scout, disabling art and research, and her adulthood as a teacher, which would have increased her research if it WASN'T DISABLED! Secondly, there's Hammond; ANOTHER horrible colonist; he had spent his childhood as a scout also, but he spent his adulthood as an ARTIST. The ONLY OTHER THING THAT BEING A SCOUT DISABLED! I was enraged at the RNG at this point,   but I was determined to turn this colony into a success. Finally, I looked at my last colonist, hoping for anything to redeem this group's hope for survival. What I found was Jen; Not good at anything. Not bad at anything ( Except shooting ). Great.



                           Part 3; The Beginning

So, I had three TERRIBLE colonists to work with, and we were stuck in a freezing, barren land. Thanks, RNG. Anyways, I started out by making a stockpile and looking for a place to live. I decided on a nice area wedged in-between some mountains, and I started up on the blueprints for their house. I set two of them to have wardening as their top priority, as I needed good colonists, and fast. They quickly set to work on a wooden shack, complete with some pots, a heater, and a lamp.
I might have over-exaggerated earlier. I mean, they're good at SOME things. The two former scouts both have small social boosts from their career as an adult, and good-ol' Jen has some experience with farming up her sleeve. I set up some stockpiles and gave them witty names, then I quit for the night.

                           Part 4; The First Contact

First of all; I got some mods, Space Food and Edb Interface. Pretty basic mods, but still good. Links in the referral section, now let's get on with the story. Today I decided I was going to try to expand the colony, so I decided on a list of what I wanted to do today;

  • Make A Prison
  • Capture People
First I started by planning out the prison, then I made it. Simple. When the day way about done, I received an alert; A Tribal was attacking. Really, Randy? That all you've got? I think we took care of that swimmingly.

                           Part 5; The Naming

The next day, we continued to work on the prison, and started up a kitchen area as an extension to our original shack. All was going well, and it seemed like it was going to be an uneventful day, and I was thinking of starting to make parts have multiple days in each, therefore padding out the length of each one ( Saving me from having to think of even more names ;)), and making me have waaay less incentive to start calling them "Days", when I got a pop-up saying that Jen wanted to name the colony. Now, THIS was a hard decision... ( I couldn't take a screenshot because the game doesn't allow to screenshot pop-ups  :( ) But I decided on "An Unnamed Colony", as a tribute to this... What would this be called? It's a story that's updated every day. A blog? Nah, just a story. I decided on "An Unnamed Colony" as a tribute to this story, then my colonists went to bed.

                           Part 6; The Planning
When the next day first started, I just let the colonists run around, finishing already set tasks, and then a wild squirrel went mad. Then I killed it. No problem. Today I decided to have multiple-day parts, both for the reason mentioned above and because alot of small parts that didn't advance the story much would just clutter up the post, while the way I decided to do it kept everything clean and every part meaningful. I'm glad with my decision. For the next few days, I started making the prison I had engraved into the rock into a full-blown colony. I left the prison as the entrance, as the prisoners would distract any raiders if I had any at the time of an attack. I decided the next would be my defense area, having a bunker with weapons in it behind a line of turrets. I have to end this part on a cliffhanger, as just as I was about to stop the possible first inhabitants of my prison came.



                           Part 7; The Newbie
Today, almost immediately when I started up, I was greeted with this event;

I quickly reviewed her stats, and, found her to be good at medicine; something no one else knew how to do, and growing; something that I definitely needed more of if I was to survive the winter. This new arrival ( Combined with the visitor's lack of needed skills ) kept me from capturing any of our friendly visitors from the South, but I wouldn't hesitate to take prisoners of war. The next day, a poison gardener from Witch Doctor's Town passed by, which I considered grabbing, although after I reviewed his traits and skills I decided against it; a too smart ( Hard to handle, with the increased mental breaks and all ) with no stat above five? Definitely not worth it.


                           Part 8; The Killbox
Due to me having crashed on the planet over a week ago, I was expecting atleast a one person raid soon, although with Randy Random you could never tell, so I decided to start working on a killbox; the pinnacle of defense in Rimworld. ( Note to Ty; Improve the enemy AI so they don't just walk into killboxes like idiots, please! If I was raiding someone, I wouldn't just walk into a room piled with corpses and sandbags everywhere! ) So, first, I did some planning on the initial layout ( In a different area, as planning doesn't allow item planning ).

The first area, obviously, is a slightly improved version of the staple killbox; sandbags with turrets behind them, but also walls that people repairing the turrets can hide behind. You might have also noticed the tunnels behind them, which was a means of accessing the area without having to go through the battlefield and over sandbags, exposing themselves to fire. It would mainly be used for escapes and rescues, as well as accessing it if I didn't prepare quick enough. The final part in this mandatory construction is a special design, which ( I believe, atleast; I haven't seen anyone use it before ) is completely of my design, is "The Airlock", as I like to call it. What this nifty little blueprint is designed to do, is to exploit the AI of the raiders so that they're stuck in the crossfire of two turrets as they try to break through the doors; killing them as their AI forces them to continue the action they're doing; destroying the door. This allows to easily pick off anyone who survive the onslaught of the actual killbox, and provides protection to any wounded inside the inner reaches of my bunker. One interesting thing that you might have noticed about my actual base ( Not the planned part ), is that the prison is in front. Well, I have two reasons for that; One, I wanted to get it up fast ( And it might just be temporary, replaced by something else later ), and two; the prisoners would distract and wound any pirates going through there; possibly KO-ing or killing them if the pirate(s) are outnumbered. I'll be back to you next time, hopefully with a completed killbox. Spyder signing out!

                           Part 9; The End
This is just a side-note, but you might have noticed I've been progressively adding more mods. I don't know if you're ok with it, but if you're not, than please reply telling my why ( I also appreciate feedback of any sort, just to be able to hear improvements, etc, and to get to know my readers ). Ok, back to Rimworld. Sadly, I have to restart in order for some of the mods to take effect, so I'll be starting a new colony. I just hope you guys weren't too fond of this colony.

                             Colony #2

                           Part 1; The New Beginning
For this new colony, I decided to do something a little different. I chose the Harsh Start scenario, added by the combination of it and Edb Scenarios. This scenario only let me pick my storyteller, and the drop pods had no loot. I also decided to go on extreme difficulty, and use the Icesheet mod to get access to the not yet implemented Icesheet biome. I of course picked R.R. This was going to be Fun!

                           Part 2; The Colonists
I completely forgot that the scenario picked a random location, but luckily it landed on an icesheet. The first thing I did, was, of course, survey our colonists. Apparently, I had extreme luck becuase they started out with this;
[Insert OP Pic Here]
But, in the spirit of challenge, I stripped them down to their literal socks, and used the dev console to delete the clothes ( Is that cheating? ). We started out with a teacher, a entrepreneur, and a herbalist. I won't go TOO indepth on their stats, but they were all well-rounded; not good or bad at anything ( Except for the entrepreneur; incapable of research and art. The joys of a childhood of scouting. ). Here's a rundown of their names; Kevin 'Kev' Kidwell, the entrepreneur, Alaxandr "Sash" Pek, our herbalist ( Also was a scout, apparently; didn't notice that. ), and Mike 'Bossman' Bosken, our teacher and only person capable of research and art. Man, I hate scouts. Good shots though.

                           Part 3; The Great Freeze
It was impossible to survive like this. No trees, no animals, incredible hard to grow things... We were dying. A few seconds later, we starved. R.I.P.

                             Colony #3

                           Part 1; The Twins
Well, time for another colony. Where Are We scenario, hardest difficulty, Randy Random, automatically picked colonists. The usual. I was REALLY tired of starting up new colonies all the time, so, I decided to keep this colony alive as long as possible. So, I started up the colony, and I was greeted with this.
[Twinsies pic here]
The game even said "Svejgaard, Scientist X2" when I selected them both! Now, not only did I have twins, but I also had two scientists and a geneticist. If you don't know why this is a big deal, then here's a short run-down of why; I have three people that would usually be used for pure research; giving me great research speed, but horrible speed for everything else. I also guess the fact I got some "Removed Items" instead of packaged survival meals is also notable.

                             Part 2; The Anomaly
I decided to use a nearby ruined structure as my temporary home, mainly because it was metal and spacious. I set up some basic accommodations there, set up a mining expedition down below ( Courtesy of the Vein Miner mod ), and then noticed something strange; no meals, We were starving. Could have the removed items have been food? I quit here because I was tired, then proceeded to pass out.
     
                      Part X; The Referrals/Extras

Hello! Here is where I'll put links to anything that needs links! Like for the full imgur album of the photos I used ( All screenshots by me ), or more if I need to! ( Like any mods I might add )

Screenshot Album; http://imgur.com/a/NrWC0#0

Mods Used

Please reply with any feedback!
#4
Hello, people, and welcome to my new Community Colony! If you do not know what a community colony is, check out the thread linked below, which was my inspiration for this. Feel free to join at any time, and make sure to not only post your story down below, but also either add your new colony to the Google Drive under what part it is ( Mine Will be [ColonyNameHere]Part0, next would be Part1, etc. ) or in another separate link ( I would prefer the Google Drive method. ).

Original Community Colony; https://ludeon.com/forums/index.php?topic=8910.0

Google Drive Link; https://drive.google.com/folderview?id=0BwObvwnqze0zX0Z2NDJZLURtUWM&usp=sharing
#5
Stories / Community Colony?
January 07, 2015, 10:27:59 PM
Yes, I know someone else has done this, but I'm starting one up without the mod that the other required ( As I couldn't find the mod ) and also with another twist; it will be on the hardest difficulty.
Also, any tips for how to pass the file down? I'm thinking of just requiring the next person to put up a Mediafire link or something, but a better solution would be cool. Thanks for reading!  ;D