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Topics - picollo

#1
For long time Raids were main challenges in-game. Raids and very similar kind of accident- Manhunter Pack.

But I believe that it is time when this could and should be changed. Instead of infinitely increasing strenght of raids this game should receive event update. Raids are fun if they come from time to time. But not if they happen constantly.

Maybe it is good time to start thinking about few events, or some event chains that could change game from tower defense, to real colony sim.

I would say that Tynan should start from changing how wealth of colony is measured.
Expand it. Currently we have wealth measuring all stuff colony owns.
What if game measured diffrent parameters? Let's imagine measuring:
-medical supplies
-food supplies
-weapon power
-health of pawns
-mental condition
(potentially something else)
Now game would throw three types of events minor, major and scenario events.

Minor events:
Happen quite often, can be from any type of events. Event is rather irritating than really important. (Mad animal, eclipse, etc.)

Major Events:
Happening less frequently than minor events. Those would use  parameters introduced previously. Your colony is well secured and have tons of medicine? It would be pitty if event dameaged your food supplies. You have open-spaced farming colony with almost no defense? Maybe pirates would enjoy visiting you?

Scenario events- this one would be "hidden event" i.e. player would not get information that scenario started. This would be chain of events leading us to some important situation. I.e.
The Food Problem.  This scenario would start from toxic fallout, then throw some following events that could potentially further damage your food supply. For example Blight to destroy your farms, short circut to stop your hydrophonics, or somehow destroy your already harvested food, or meals. When event starts it would decide that scenario should remain for like 10 days, and it would contain 5 events during this time, where every of them would supplement each other. From Game design perpective you would just define scenario events like this:
-opening event
-list of events fitting for this scenarion
-parameters like duration of scenario, frequency of in-scenario-events

If we had set of scenarios, and increased number of diffrent events I believe we could easily skip idea of constant raids, and instead focus on fighting from other things.
#2
Ideas / Ability to cancel all "Tame" actions at once?
August 27, 2015, 02:05:46 PM
Usually when I want to tame animals I double click on animal with unzoomed map as far as possible. Thanks to this, tamer will do for example 10 attempts to tame animal instead of lets say 2 if I chose only them. But when I have like 8 boars, i do not want more. But with my method I'll have to check every animal in the map. And if I leave tame orders, my tamer will use my food really fast to tame animals  I can easily breed now.
I know I can just remove "handle" job. But  I'd like to keep my tamer to train my tamed animals.

Could it be possibile to add order "remove all tame designators"? If you order to cut too much trees, you know where are those trees, they dont run like animals can.
#3
Stories / Boomalope story
August 24, 2015, 07:29:54 AM
Started new colony. Decided to play with new Animal taming. Hares could be good as a meat for winter, couldn't they?
So I've created barn. Tamed few of them, everything went good. Then suddenly Boomalope self tamed. No. I won't risk holding them together.
So let's create restricted zone for boomalope far away from base. Just for boomalope. She had grass to eat, my base was secure, everybody was happy. Untill raid happened. Some raiders attached my base, one or two attacked boomalope. Good. She will die, right? Wrong. Raiders hurt boomalope, but then they started to flee. I have assigned some orders, then I see that  my vet is carrying boomalope to base. Animal sleeping spots there. He put boomalope there, started to threat her, but it was too late. Boomalope died. Kaboom. That's how Rimworld Baked Hares have been created.
#4
Mods / Upgradeable stuff?
July 09, 2015, 10:30:26 AM
I was wondering if It is possibile to make upgradeable items, which would get better via researching technologies.

Let's take batteries for example.

Basic battery: Stores up to X power (dont remember exact numbers).

Research: Better batteries I: Batteries store 5% more power. with same cost.

What I've been thinking is to create late game techs, which you could research multiple times to slightly improve capacity of your buildings.
Research Better Batteries X 10 times, and each battery will have 50% bigger storage capacity.

Something similar is done with turrets, when you increase number of bullets turret shots in one burst.

I know I could create additional battery for each technology, but having 10 batteries, 10 solar panels, etc. could be a little bit irritating.
#5
Help / Sandstorms mod- help needed.
June 25, 2015, 10:04:03 AM
Hi Guys,

I wanted to start modding (and learn C# as well)

So I've decided that I would like to add sandstorms, and generally sand which would work similarly to snow.

I.e. You can have event sandstorm- preferably only on desert biome. It would cover all outdoors with sand.
Sand would work like snow does. Covers everything with sand layer, preventing crops from growing, and reducing movespeed.

However sand would not disappear with temperature. you would have to clear it manually, or wait for wind/ rain to clear map from sand.

How should I start such work?

I know it needs to be ddl mod.
I have looked at how snow works (only briefly, and I haven't understood everything so far, but I'd like to some feedback.

Snow is placed on another layer. Should I use snow layer to place sand on it, or can I use snow layer to place sand there as well?

Other than that, I haven't been able to locate function responsible for melting snow with high enough temperature. I'd like to know where is it called, to be able to figure out how do I call function for remove snow.

When I want to override object (for example If I want to add modified function for rainy weather to remove sand), how do I do it? I meant, how much of the code I need to copy to new ddl? Only modified function? Object with function? Even bigger part?
#6
Mods / Gates?
June 19, 2015, 10:52:42 AM
Hi,

I have checked few mods, and looked at topics on forum searching for it, but couldn't find the answer.

Is it possibile to have something like gates?
For me it would be just bigger doors like 2x1 or 3x2 for huge, resistant one version.
Does something like that exist? Or, if I wanted to create something like that by myself, where I should start to look at?