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Topics - Vexare

#1
Ideas / Integrate Edb's Interface Please!
August 26, 2015, 03:01:15 PM
I did a quick search to make sure someone hadn't already begged for this recently.

He hasn't updated the mod yet for A12 and this is by far one of the more popular mods out there. I started trying it at the start of A11 ... totally addicted to it and love it. It's so nice to have your colonists funny little faces on a hotbar across the top of your screen to help you keep track of everyone so much easier. Please consider adding this to the base game!  :)
#2
It's probably just me, but every time I start the game and see that Tynan's put a new build out (seems like every other day now), I don't want to keep playing my current build and scrap it to download the new one. Never thought I'd complain about too many updates in a game - usually there's never enough in an alpha release! This speaks volumes for your wizardry Tynan, but when can we stop downloading the new ones and actually invest some longterm play in one build?! :P
#3
Ideas / Entertainment / Morale Boosters
March 02, 2015, 02:14:08 PM
While alcohol is certainly 'entertaining' - it also has it's drawbacks and is not for everyone's tastes in play or even the colonists overall preferences.

I'd like to see some other forms of entertainment to help boost colonist morale. Another thread mentioned games, but I'd like to see music, exercise or even book reading as ways for colonists to relax and pass some time in between the monotony of hauling rocks and picking corn. I'm one of those would like to see colony longevity (and endless play) options be more of a reality than just quickly defeating a bunch of raiders and mechs, building a ship and blasting off, game over. And with a colony's overall success comes one of human beings basic necessities ... entertainment. I don't think an 'idle' colonist needs to be a bad thing - everyone needs some idle time to rest and relax and the colonists should seek that when not working.

All work and no play makes for dull colonies indeed.
#4
Now that clothing deterioration is such a big deal and gives a negative hit to your colonists, we are going to need a better system for organizing clothing, armor and other apparel to help with this process.

As I am leveling up a tailor, she produces a ton of really crappy cloth stuff I don't have the room to keep around. Sorting it all and trying to figure out a logical way to get some of it into the incinerator as overflow along with dead raiders junk is turning into a mess for me.

I'd like to see a way to prioritize stockpiles based on quality level of the items in it and also a way to tell the burn clothing bill for my incinerator to only burn the lowest quality items.

Right now I have to toggle forbidden on good items I don't want burned if I run an incinerator batch and sometimes I forget and then the good stuff is getting burned. This is tedious and frustrating.

I'm ok with item deterioration and learning to manage my stockpiles but would like better tools to do so. Thanks! :)
#5
General Discussion / Smooth Floor vs. Stone Tile Floor
February 25, 2015, 09:13:00 PM
Why does a smoothed floor give +4 beauty while a stone tile floor only gives +2?

This doesn't make much sense to me as crafting and laying down individual stone tiles (especially the higher end stones like granite and marble) would produce very luxurious/ornate flooring would it not? It also takes some crafting skill to produce those bricks/tiles whereas anyone can smooth rough stone flooring... so it shouldn't be considered more beautiful.

I also don't understand why crafted walls don't give anymore beauty points than the rough chiseled cave walls do. Again, takes skill, time and materials to produce marble brick walls - it should up the beauty because it's hand-crafted.
#6
So I've been playing the 'good' colony for awhile and having fun, but there's a part of me would like to explore the darker aspects of the game which are already quite prevalent in the Rimworld culture - slavery. Obviously there's a healthy slave trade happening in the Rim-verse as the trade ships sure do radio my colony often enough with candidates and various body parts.   :o

Is it possible in the current game's structure to actually build and run a slave colony? I haven't thought about locking doors and creating slave quarters with work areas, sleep areas and eating areas but is this possible?

After two save-games on the same planet, I'm heartily sick of one of my colony's nosy neighbors and have considered going to war with them and capturing all of their visiting members as they sit eating a meal at my tables... is this possible and how do you keep them contained? Obviously you will become their faction's enemy and they'll start throwing themselves at you so you'll have to make larger containment areas for them. Has anyone tried this? On an easier (casual) setting how nutty does this escalate?

Will there ever be a future option to keep slaves as slaves or prisoners as prisoners rather than recruiting them?

Would love to hear thoughts and experiences of long-time players who have done this successfully or any problems you encountered by playing 'bad guys' in your colony. I'm thinking of rolling a Noble who decides to start a slave colony with all those pirates and slave trader offerings. :P
#7
Ideas / Random Landing Site Option
February 07, 2015, 07:42:21 PM
Hi there,

After playing through a couple of test games and having a blast, I have a small list of things I think would make this already awesome game even more awesomer.

My main wish right now is for the option to randomly generate the landing site after I've created the world map. While I also like the ability to choose exactly where I want to try and build, I think it would be a lot of fun to leave it up to chance where my colonists crash which is pretty much what would have happened in the scenario anyways.

The game AI should keep it to actually viable locations (nothing in the middle of the ocean unless you are going to make floating or underwater colonies an option haha) and you could maybe get the option to choose a hard, medium or easy location to help narrow it down a bit but other then that it should be a complete surprise where you land.

I like Randomly Randy - lets give him some more random with the map too. ;)