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Topics - Silvador

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1
Bugs / [A18] Multiple rescues queued for same bed
« on: November 25, 2017, 07:29:39 PM »
Not sure if it's a bug or a minor oversight, but I came across an issue with task queuing. When queuing multiple rescues, each rescued pawn is taken to the same bed, pushing the previous occupant out of the bed which requires them to be rescued again.

After running out of food, my colonists resorted to drastic measures (cannibalism) and one of them went on a rampage as a result, which left four colonists downed and in need of rescue. When the sole able bodied colonist ceased looking for more fellow pawns to pummel, I decided to make use of the new task queuing feature and immediately noticed the issue. The second rescued pawn was placed on top of the first, on the same bed, as was the next pawn to be rescued. When I looked closer I realised as each rescued pawn was brought to the same bed, the previously rescued pawn was being pushed out of the bed, leaving them on the tile and in need of re-rescuing.

2
General Discussion / Randy vs Other AI
« on: April 25, 2016, 06:25:39 PM »
I usually play with Randy, on the Basebuilder Difficulty, but I rarely get further than a year. Am I stunting my chances of a successful colony by choosing Randy? Would I have a better chance of getting further with Cassandra or Phoebe?

3
General Discussion / Give up or fight?
« on: April 24, 2016, 06:22:28 AM »
I've just had a siege rock up on my map and I'm ill equipped to deal with it. I drafted my two colonists with a high shooting skill and sent them out in the hopes that I could at least down one or two enemy pawns. But they quickly took hits from one guy with a shotgun and are now bound for hospital beds until healed, likely at least a couple of days.

No one else has a shooting skill above 2, and some are incapable of shooting. And most of my buildings are wooden. I can immediately see the paths ahead;
- send everyone out to fight, fists against knives, guns and grenades, and watches as most of my colonists are either downed and killed, maybe getting lucky enough to lightly wound one or two enemy pawns.
- hope I can hold out for a few days of shelling while making some bows and arrows, then send out those who are at least capable of shooting and watch as they hit nothing but air while the enemy pawns down and/or kill most of my colonists
- spend day after day after day of running around, putting out fires and repairing structures while some colonists get wounded and probably start getting malnourished as the enemy pawns shell my colony while I wait and hope they will leave soon.

This colony has been going rather well (for once) and I'd really like to keep it. But I'm not seeing a way out of this siege without critical losses and major damage. Does anyone have any advice? Anyone seeing a solution I'm missing? Or am I as doomed as I think I am?

[attachment deleted by admin - too old]

4
General Discussion / Stop hauling and cook!
« on: April 22, 2016, 06:56:40 AM »
Was something changed in recent versions that makes a cook take every single meal he makes to a stockpile before making another meal? In previous versions (I'm positive), I was able to disable hauling on a cook and they'd just drop the cooked meals on the floor next to them, making it much faster to make meals while someone else hauled them to the stockpile.

This no longer works. And making another stockpile nearby won't work because in order to have meals moved to a main stockpile, that stockpile will need to have a higher priority, which will inherently make the cook take the meals to that one anyway.

5
General Discussion / Make Permadeath not Permadeath?
« on: April 22, 2016, 06:19:07 AM »
Is it at all possible to change a save game from permadeath to not permadeath.

6
Ideas / Lightning Rod
« on: April 21, 2016, 06:46:47 AM »
It's night, and I'm watching my pawns wrap up their day of work before going to bed as a storm rolls in. A bolt of lightning strikes in my colony, starting a small fire (no biggy, it's raining), and I think to myself "I wonder if it's possibly for pawns to get hit by lightning?". I then think of lightning rods, and how nice it would be if I could build them to protect my colony from fires started by lightning and maybe even my colonists from being hit, if that's at all possible.


So, I suggest an early research project to build lightning rods that "protect" an area around them. If lightning strikes within the rod's radius, it strikes the rod instead and is grounded, safely protecting the colonists and their settlement. Make the radius small to medium sized, so a small number of rods would be required to protect a larger area.

Later, an "upgrade" research (mid-game) to make capacitors that, instead of just grounding the massive output of energy, the lightning rod converts and captures a portion of the energy in the lighting bolt striking it, storing it in a battery.

This allows people to keep their colony and colonists safe from lightning strikes, especially during a dry thunderstorm. And also opens up the option of an alternative method of generating power for their colony. By building several lightning rods over a large area, one could farm a lightning storm for batteries that can be stored and swapped out as needed or in whatever other method they choose.

Perhaps even a new event could be added along with lightning rods, a "stormy season" or something idk. An event that for a few days, or maybe even a whole season, depending on the map region (Monsoon Season?), generates a higher frequency of thunderstorms.

7
Ideas / Friend's Support
« on: April 20, 2016, 07:35:34 AM »
You know when you're feeling down and depressed, and like life just isn't worth living anymore... and then your good friend comes along and comforts you, lifting your spirits, even if just a little bit, and giving you the strength to soldier on?

I think that RimWorld could really use this. When a colonist is in a poor mood, and they have a close relationship with another colonist, that second colonist could go and chat with the first, have a drink with them, or play a game to help pull them out of their funk. It could add a small mood bonus that lasts for a couple of hours, just enough to stave off madness, that little bit of happiness to keep them from their mental breaking point. And if they have multiple friends in the colony, each one could give an individual mood boost, so the more friends they have, the less likely they will be to have a poor mood because even in the darkest of times, having all your friends by your side can help you through anything.

8
General Discussion / Show me your hospital designs!
« on: April 20, 2016, 02:29:50 AM »
Please?

Most structures I keep the same, from one colony to the next. General size and layout, from dining hall to housing, rarely changes much. But I can never quite find a hospital design that I'm satisfied with. So I'd like to see other people's layouts for their preferred hospital design in the hopes that they might give me some ideas for my own.

9
General Discussion / Nice Chat Mid-brawl
« on: April 18, 2016, 07:08:25 AM »
That was it! It was the last straw! Navarro had had enough of Naharis' shit and was going to put a stop to it. Chairs clattered to the floor, wood bouncing off wood as both colonists stood and readied their fists.

"Call my mother a Worg, will you?!" Navarro charged at Naharis, his fist balled and sailing through the air. "Let's see what you have to say about my fist!!!" Naharis barely had time to dodge before retaliating. She brought her knee up, connecting with her rival's gut. Navarro doubled over, clutching his abdomen while Naharis readied a second blow. As she raised her hands in the air, clasping them together, McDowell stepped into the dining hall from outside.

Naharis smiled at her friend, "Evening, McDowell," she said, her tone friendly and calm. With all her might, Naharis slammed her fists into Navarro's back, "Well, you sound like a Worg, keeping the whole place awake with your snoring. Who else could bare such a loud snorer?" Naharis bellowed at Navarro.

"Evening, Naharis," McDowell returned. He picked up one of the chairs and, taking no notice of the brutal brawl taking place just a few feet away, sat at the table to relax. "Care to throw some horse shoes later? Looks like the rain is finally clearing up."

"Sure thing," Naharis agreed, "I don't have anything planned for tonight."

Gasping for air from the blow that winded him, Navarro reached out to grasp Naharis by the ankle. Pulling with all the strength he could muster, Naharis pulled Navarro to the floor, causing her head to small on the smooth wood, dazing her in the process.

"Well, maybe if you'd pull your finger out and build us some damned rooms...!" Navarro shouted.

"I've been practising my throw," McDowell added, "I think I might have a chance to beat you for once."

Navarro's fist smashed into the side of Naharis' face as she remarked to her friend, "Haha! You care to wager on that? You know I've been taking it easy on you, right?"

McDowell laughed, "Yeah sure," he said.



[attachment deleted by admin - too old]

10
Ideas / Land Buggy
« on: April 18, 2016, 01:01:11 AM »
So, I'm playing on the Ludeonicrous sized map, 400x400. I like big maps with lots of room to move, expand and generally work with. But as much fun as it is to have all that room, it has it's down sides. The primary downside being distance.

I'd like to see some form of small/light land vehicle added that can be used to more quickly traverse long distances. This can be particularly useful for rushing out to rescue pawns who have crash landed in escape pods, or simply to cut down the time needed to travel from one's settlement to a mining project half way or more across the map.

So that it isn't totally OP, I'd suggest that it require research. Make it "mid-game" and require multiple materials, from steel and components, to leather (for the tires). I would go so far as to even make it require a battery. A recharge station could be built which the buggy would dock in and its traversable distance would be determined by the amount of charge in its battery. Pawns could use it semi-automatically, meaning that if they need to travel beyond a certain distance away from the "Home Zone" they would take the vehicle to their destination and then return in it without interaction from the player, but the player could allow/disallow usage of the buggy to prevent it being used constantly. This aspect may need more detailed consideration.

I'd propose making the vehicle a two-seater, with a tray on the back that can be used to either carry a third person, materials, or a pawn that is being rescued/captured/whatever (or even animals from a hunt). Later in the game, research could even be done to retro fit an existing vehicle with a turret. Making the construction of the vehicle relatively expensive could help to discourage "spamming" construction of the vehicles. A prosperous settlement could afford to have two or three buggies mid to late game, where a less prosperous colony could only afford to build one. Valuable resources and all that jazz. An important decision to make. Commit resources to a convenience? Or use them to build or make money?


Would appreciate any feedback.

11
General Discussion / Cyborg?
« on: April 17, 2016, 07:42:51 AM »
Has anyone attempted to make one of their colonists entirely bionic? Bionic eyes. Bionic arms. Bionic legs. And anything else that could be replaced with bionics...

I'm curious to know if there is a limit to what can be done, and if not, how effective a "cyborg colonists" is, especially in combat.

12
Ideas / +5 and +10 to Bills
« on: April 17, 2016, 01:51:58 AM »
I'd really like to have the option to, when opening the Details window on a crafting Bill, add groups of 5 and 10 at once. Currently we can only add 1 or 25 and when we only want to add something like 15, it's still very tedious to sit there constantly clicking that +1 button.

13
General Discussion / Stockpile Priority Question
« on: April 16, 2016, 10:03:01 PM »
I know that stockpiles with a higher priority will be stocked first, but will pawns prioritise taking from that stockpile as well? Or does the priority setting only apply to filling the stockpile?

14
Ideas / New Raid Type
« on: April 16, 2016, 06:25:26 AM »
For all I know, this may already be in the game, but if it's not, here is my idea:

A two part raid that is directly affected by the player's interaction.

First part -
A small scouting party (1-2, lightly armed/armoured pawns [determined by the usual method]) arrive from a hostile town/tribe/band/whatever and prowl around the outskirts of your settlement (pawns approach player built structures but not beyond a certain distance [map size specific, possibly?] and loiter for a day or two). This scouting party do not initiate hostile actions but will either retaliate or retreat is attacked normally. How the player responds to this initial event affects how the second part plays out.

Second part -
1. If the player ignores the scout and permits them to leave peacefully, the hostile neighbour may decide you're either not worth attacking or too dangerous to risk attacking, and no further interaction will be had (for this event), OR the hostile neighbour, armed with the intelligence gathered by their scout, will launch a strong and dangerous (but not overwhelming) attack after a few days. (chances 50/50)

2. If the player attacks and kills the scout, the hostile neighbour will "most certainly" send out a search party after a few days (high chance yes, low chance no. maybe 80/20?). But as the hostile neighbours do not have any intel on your settlement's capabilities, the search party's strength could range from very small, to very large (perhaps 20/20/20/20/20 chance, or 15/20/30/20/15? vs/s/m/l/vl)

3. If the player captures the scout and has the means to contact the hostile neighbour, with sufficient social skill the player could trade the captive scout back for IMMUNITY from that particular neighbour for a period of time (a year? maybe 2? might sound like a long time but you gotta take into consideration the chance/number of times you'll be attacked by one hostile neighbour in that time). With low social skills, there is a great chance of the hostile neighbour retaliating and coming to rescue or simply exact vengeance on your colony. Party size determined in accordance with the laws of Outcome 2. If the scout manages to escape capture and return to their home, the hostile neighbour will act in accordance with the laws of Outcome 1, but possibly with a slightly higher chance of attacking (maybe from being angered by the capture of their scout 60/40?). And if the scout dies during an attempted escape, the hostile neighbour will act in accordance to the laws of Outcome 2.

15
General Discussion / Rich Soil
« on: April 15, 2016, 02:45:13 AM »
What do you use your rich soil for? Does your colony's survival hinge on rich soil? Do you ignore it? Do you use it only for certain crops? Do you allow growing zones to overlap the edges of rich and regular soil?


I'd like to know.

For science.

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