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Topics - Entropy147

#1
Ideas / Fair trade prices
May 25, 2016, 06:29:12 PM
I'm sure someone has brought this up before, but this has been bugging me for a while especially now with trader caravans and whatnot, so, I'll give you an actual example, so I'm running an arid shrub land colony (or whatever it's called) and I'm running low on medicine and the trader just so happens to have some, so these are the prices: Me: 1 meds for 12 silver, they sell 1 meds for 44 silver, I have 1 meds in my stockpile, and they bought about 15, is the game trying to tell me that my level 11 social guy can't sway lower prices from the traders? what I'm suggesting is that the price at which traders sell things should lower based on the colonists social skill, for example a level 1 guy couldn't sway medicine prices, however a level 20 colonist should be able to sway medicine prices to "Very Cheap" and be able to sway the trader to buy your supplies for more. as of right now I don't believe this is a thing, but I find it unfair that it costs me 40 silver for 1 med, while it costs them less than 15 silver to buy my medicine, perhaps this could pave the way for more traits, or add more use for traits such as beautiful, ugly and psychopath.
#2
Bugs / Unable to remove scyther blades
May 12, 2016, 01:23:50 PM
I originally put this on mod help as I thought it was one of the mods I had installed messing up the game, however, one fresh unmodded game later and the issue persists, the issue is that when you check the operations tab on a downed scythe even with intact blades, no option to remove them shows.
#3
Help / Strange problem with scythers
May 11, 2016, 03:21:07 PM
The reason this is in the mod help topic, is because I'm unsure if one of the mods I have installed is causing this issue, so, the issue begins when I down a scyther and one or both of it's blades are intact, when I look in the operations tab I can't see an option to remove any scyther blades despite them being intact. However, I don't believe any of the mods I have installed mess with scythers in particular.

EDIT: RESOLVED
even with a fresh game this issue persists
#4
Ideas / Social Based Traits
April 17, 2016, 12:49:07 PM
So in Alpha 13 (awesome update btw Tynan!) traits like bloodlust were changed so that they were more likely to start fights, and it got me thinking, in society some people socialize differently - allow me to elaborate, here are the traits that I was thinking of,

Introverted: Makes the colonist afflicted socialise less, and gives them a lesser buff for socialising, however, they have a lower chance of mentally breaking (-5 mental threshold)

Extroverted: The colonist afflicted is rather eccentric and socialises more, and derives more joy and a larger buff for it, however, they have a +5 mental threshold.

Mute: Any colonist with this trait will not socialise at all, or does it selectively, they derive no joy and sustain a mood debuff if they socialise.

Any other suggestions, ideas or constructive criticism would be appreciated
#5
Ideas / Idea: Improved fatigue system
January 03, 2016, 04:26:28 PM
I noticed during a raid that one of my colonists was exhausted (nearly passing out) and I thought, why isn't there fatigue or any debuffs apart from a mood debuff of "I'm tired", I know full well (being an insomniac) that being exhausted does more than simply making you a bit cranky. My idea is that each separate stage of tiredness should entail some degree of a debuff, for example,

Tired: -10% consciousness, -15% movement, -15% manipulation and a -10% debuff to sight
Very tired: -25% consciousness, -30% movement, - 30% manipulation and a - 25% debuff to sight
Exhausted: -35% consciousness, -45% movement, - 45% manipulation, -35% debuff to talking and sight

I don't know what you think, I personally think that at the moment the tiredness system is quite trivial and easily ignorable (unless you have a nervous, very neurotic/volatile brawler or someone with a big gun) It seems strange that malnutrition has some debuffs but not exhaustion.
#6
Mods / [Mod Idea] Age process haulting
August 24, 2015, 12:38:33 PM
I find it strange how in 5500 AD we haven't stopped the age process considering we're working on it now and have made some progress on it IRL, I know it's a game, but I had an idea that an implant could be made (or bought from an exotic goods trader) that could be implanted in the heart or brain that stops the biological ticks or ageBiologicalTicksInt, I don't know if this is possible, of course to balance it the implant would be expensive (like all bionics ¬_¬)
#7
Mods / Advanced Xenos
August 21, 2015, 07:43:57 PM
(I TRIED to make a post about this before hand, but my internet had other ideas) so I've recently noticed a hype about Xenomorphs or predators, I know predators are advanced, but I mean type 2 or 3 civilizations, the types that have been technologically advanced for millions of years (perhaps billions), my idea is that an event or raid could happen were the aliens (that look like sectoids from xcom, only less feeble) land in drop pods and construct a terraformer that begins to change the entire map into a frozen wasteland, as the aliens have a weakness to heat. The equipment they are equipped with depends on difficulty and how late game the world is. The aliens will be armed with the follow items,
1. Mk2 shields (like Skullywag's Mk2 shield, if this is the case then they will all possess legendary level shields) that allow firing out of - used for all classes apart from elite and heavy units

2. Particle weaponry (remember millions of years more advanced) (pistols, rifles, shotgun, sniper, machine gun, heavy cannon) can be bought from exotic goods traders, these weapons will deal a lot more damage, be more accurate (type according) and have a decent fire rate, however are way more expensive

3. Specialized armour, versions of power armour , all in a carbon grey colour, more protective than normal power armour, again very expensive

4. Augmentations (perhaps new - not stock) later in game they could possess bionics or cybernetics, such as both arms or leg being replaced, they will all have augmented spines later on

I think this could be too much for 1 mod, so I think just the mod for the aliens could work along with other mods, and made to work with them accordingly (giving credit along the way), I made this suggestion as whilst xenomorph's could be fun, they would eventually pose no threat as the base eventually becomes very defended, not to mention that xenomorphs tactics would be animalistic or that of mercenary slashers or whatever you call them, and wouldn't have ranged weaponry or any tech for that matter, I think it'd be also good to have a race other than humans or aren't made by humans (like mechanoids) that are advanced and pose a more significant threat than a pirate raid, as they have superior weaponry and have shields that allow firing out of. The aliens will not possess melee weapons, but if a colonist or enemy is hit they will deal significant damage (like limb removing damage), this could also add to the lore of rimworld, which (somewhat simplified) is that the ship the colonists were in was a passenger ship, and that travel took a very long time as scientists hadn't of figured out interstellar travel, I propose what if a race of aliens had, and they didn't like humans, Just an idea I had, post what you think below, of course ideas can be redacted or added, and I would appreciate any feed back positive or negative (please be constructive about negativity please)