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Topics - rina_m

#1
since IRL digging mines is really a matter of --building-- them

it would be nice to need less specialists/backgrounds for this really one-sided skill

#2
Ideas / Overhaul terrain specs in world creation
December 29, 2016, 05:37:44 PM
I've brought this up a few times and I guess I'll just keep doing it

From a climatological point of view the worlds we're dealing with are uncomfortable to look at. Temperate forest and desert seem to be the overwhelming 'default' terrain, established along a gradient of aridness and large median temperature ranges that totally rule out any transitional terrain between them.

Arid shrubland, which is specifically supposed to be 'desert-lite,' is generated only by high temperatures with no regard to aridness, so you'll often have arid shrubland getting 1500mm precipitation/yr and sitting right next to jungle.

It would be nice to play arid shrubland with milder winters, like we do on much harsher desert tiles. If it were to operate as a 'buffer' terrain, between dry and wet terrains, it should have a low yearly precipitation (500? 550?) and winter temperatures high enough to distinguish it from tundra.
#3
I noticed biome tiles have some hard and fast specifications when the world is generated -- ie rainfall separates a temperate forest from desert; temperature is all that separates temperate forest from shrubland
 
Could anyone point me to where these are coded? What is the likelihood of these being changed so that planets spawn with more realistic biome features and distribution?
#4
Help / changing biome parameters for world generation
September 07, 2016, 06:40:36 PM
how and where are the different biomes set to appear under certain temperature/rainfall conditions?
#5
Ideas / livestock theft (rustling)
August 29, 2016, 09:43:13 AM
do opposing factions steal livestock? because they should. you can't have a space western without RUSTLIN'.

also i think stealing should be THE primary motive of most (small) raids but maybe that's another argument.
#6
i just solved the issue of the blank world map for macs running el capitan by updating to 10.11.6

hope this helps!!
#7
Ideas / Writing as art
July 21, 2016, 03:00:59 PM
pretty straightforward... when people have a lot of time and not much to do, they write. prisoners in the US often write novels during their long sentences, and being trapped on a rimworld isn't much different.

as a resource, writing (sizes/length: poems, short stories and novels) could rely on paper produced from wood, and the relevant skill would of course be the art skill.
#8
Bugs / World map blank
February 20, 2016, 01:11:40 PM
New world maps i generate are blank (all gray) but tiles still have characteristics and i'm gonna assume can be played on

I just updated to mac osx 10.11 so that may be related



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#9
This suggestion might come off as somewhat banal - as many have pointed out, world creation is essentially just a creative way of delivering a large set of start-tiles to choose from. Yet others who are more interested in the, let's say esoteric aspects of gameplay, may find what I have to say compelling.

As it is, desert and tundra seem to dominate the world map; as such, it strikes me that the arid shrubland biome is underutilised/underrepresented in terms of its climatic variability, which is a shame considering it's rather fun to play through, and is most reminiscent of the map-types I was playing in the much earlier alpha-stages of Rim development.

Consider that arid shrubland, in real-Earth terms, could encompass anything ranging from the arid and treeless steppes of central Asia, to the windswept plains of the Andean Altiplano, to the Sub-Saharan African Sahel. It seems to me that many "Cold + Dry" tiles maybe too often end up as blasted sand-desert, where a cold, arid shrubland map would do quite nicely. This provides more "natural"-seeming transitional regions between wet and dry regions (eg: between temperate forest and desert, between desert and tundra, in highland regions) and makes shrubland more variegated, thus giving the biome greater replay value.

It should be said, here, that I am totally unfamiliar with the technical development side of this game programming jawn, and can't anticipate how much of a pain it would be for developers to make the necessary changes in whatever makes the world-creation tool do the things it does; but I do make this suggestion humbly, from the standpoint of a rather naive but very passionate fan!