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Topics - Produno

#1
I should probably mention first that I have cleared it with Tynan and he says I 'should' be good posting this here.  :D


I have been working on SpaceSlog for a while now, albeit mostly in my spare time and wanted to post about it here, where it all began. You will probably notice the game is heavily inspired by Rimworld but there are many differences.

- SpaceSlog is set in space and you must build and expand your ship, rather than a colony on a planet.
- I want to explore the ramifications of being couped up in a tin can and the effects this would have on a person.
- I plan to encourage exploration with opportunities to send away teams to planets, derelict ships or stations. This will be required to scavenge for supplies if needed.
- Different planets will require different equipment for your pawns. Various traits will probably effect how they react on these planets.
- There will be ship to ship combat, boarding, hull breaches, atmosphere and all that good stuff.


Note: Pawns may still get pissed eating without a table!


We have a Steam page you can check out

Or an Epic Games Store page.


Please feel free to ask any questions. Suggestions and feedback are also definitely welcomed.


You cannot view this attachment.

If anyone is interested we released our 3rd devlog video the other day where you can see more about the game.

#2
Help / List of I.D's
November 13, 2013, 12:01:30 PM
Here I will keep a list of ID's for the game.

Savefile ID's

Weather ID's

''Weather_Rain'' = Rain
''Weather_Clear'' = Clear
"Weather_LightningStormRainy" = Lightning with rain
"Weather_LightningStormDry" = Just Lightning
"Weather_FoggyRain" = Rain with Fog


Storyteller ID's

"Storyteller_Friendly" = Phoebe Friendly
"Storyteller_ClassicEasy" = Chill Callie Classic
"Storyteller_ClassicNormal" = Cassandra Classic
"Storyteller_ClassicHard" = Tough Kassandra Classic
''Storyteller_Random'' = Randy Random




You can play around with these and change them mid game for different effects in your savegame.rim



I will boot up my other PC soon (where I have rimworld) and fill the rest in. If anyone has anything to add, post it below and ill update this first post.
#3
General Discussion / Tynan, do you play your own games?
November 10, 2013, 10:11:56 PM
Do you play your own creations? The reason i ask is because if i make mods i normally make then because its something i want to play or something i want to change for myself. The problem is i sometimes get that engrossed making it that i dont actually get the time to play it.

Is this game something you expect to be able to play yourself? When you create a game, or mod in my case it takes away the surprises and some of the spark when you know whats going to happen or how. But with this game having dynamic AI i guess that drawback has been removed which hopefully allow you to play it and enjoy it as much as everyone else.
#4
Ideas / Security staff.
November 08, 2013, 08:44:05 AM
How about either an option to have your wardens also as prison security. So if your prisoners try to escape your warden will chase them down, or sound an alarm (the warning you get when your prisoners do escape).

Or just have a new job as a security guard that doesnt require them to be drafted. They could just wander about brandishing thier rifle or whatever for now i guess, then in the future maybe have options for patrol routes, escorts and the likes.
#5
Ideas / Not really a bug, but i will post it here.
November 07, 2013, 11:07:29 PM
When at the command console with multiple ships, you select a ship to check its wares but as soon as you click off the ship your colonist runs away. meaning i have to click him again and tell him to get his ass back to check the wares on the other ship. Anyway to keep them at the console until you exit the console screen rather than the ship screen?

Oh and another thing, can we get a pause in game when one of our colonists needs rescuing? Maybe an option we can select.

Mods feel free to remove this to support/suggestions or wherever else you feel its most appropriate, thanks.
#6
Bugs / (0.0.254 Win) Prisoners bugged.
November 07, 2013, 07:17:06 PM
So, my wardens arent feeding my prisoners, im not sure if this is still the same bug as before. They do have high priority.

Prisoner escaping spamming my screen whilst prisoner is eating (after i had to force one of my colonists to feed him)

savegame.

https://www.dropbox.com/s/ywszrtl6oqyp0yv/prisoner%20bug.rim

edit*

If you sell the wall directly below then it stops and she can actually eat the food.
#7
Ive got the tutorials turned off in the options menu, but i still keep getting the tutorial pop ups for some reason. Im playing randy random if that makes a difference.
#8
General Discussion / New update released ;)
November 07, 2013, 05:27:50 PM
Just letting yous all know to check emails :).

Oh and just to let Tynan know, the downloads in the email did NOT reset from last time. Luckily i had 3 download attempts of five left.
#9
Ideas / My proposal for the turret problem.
November 07, 2013, 06:29:59 AM
So i read Tynan's quote in another thread.

Quote from: Tynan on November 05, 2013, 07:18:01 PM
I actually don't want to add more turret stuff because turrets aren't really helping the game. I'm even on the verge of cutting them. They take the fight away from the characters and make it a tower defense optimization game, which isn't what RW is supposed to be.


You could just make turrets really expensive. say 5k metal for one turret, but up their hp a bit. That means people may only get to have a couple of well placed turrets and thats all. You could also up their power usage or even make them so they have to be manned. That way the person manning them will take damage too. This also makes more sense in a Rimworld type of situation, i mean an auto turret is quite a complex piece of kit! i doubt my oaf and a couple of other random people could build one quite so efficeintly! You could even make them unpredictable, ie they get damaged alot whilst being fired. Lots of tactical advantages could be added for turrets :)

So i think theirs plenty to change before the need to remove them completely.

This also leads to more research. And i guess the same could be applied to anything in rimworld to create more cheap content. For instance the walls, first set of walls this ragtag bunch can muster is some basic protection from wind and rain (so walls with less hp and need repairing more frequent). After research better walls can be made. These can be the same graphics as the previous walls for now but with more hp.

Before you know it youve added twice as much content, twice as much fun and twice the playabilty pretty easily. :)


To summarise my suggestion, you could add either or


  • make turrets much more expensive but increase HP.
  • Limit the amount of turrets that can be built.
  • make them unpredictable whilst being fired, or just altogether. (increase repair damage rate)
  • Adjust the power needed to operate them.
  • Remove the visual range.
  • Add a power surge to the rest of your base whilst the turrets in operation, ie nothing else gets powered whilst turret operating.
  • Add the need for a capacitor next to the turret to account for more power usage. (a simple battery)
  • Make it so they have to be manned, or a colonist within a certain vicinity of the turret, or even assign a colonist to it like the beds.
  • Add upgrade paths and make upgrades cost (more) metal. (I currently dont do any research because its pretty pointless)

This means less turrets can be build and maintained hopefully helping with the tower defence, kill zone problems.


I hope you can take this into consideration as i think it will add much more to the game.
#10
Bugs / (Build 0.0.250) Unlimited solar flare?
November 05, 2013, 03:06:50 PM
How long has people had a solar flare last for? im sure mines done over 3 cycles now. Is this a bug or not? All my colonists are going crazy because ive had no electric for so long. This means my turrets dont work, i have no food (only raw) and i have no lights.

Also while this is going on my solar panels show they are working but my batteries dont fill up.

Im down to my last two colonists, neither of them are wardens, all my other died in their beds because i had no wardens, i cant arrest any passers by because i have no wardens and i cant hire anyone else because i have no electric to use my comms link...
#11
Ideas / Stop the random crate drops
November 05, 2013, 03:59:07 AM
Its already easy to build everything in the game fairly quick, i dont think theirs any need for the random drops unless they add something interesting.

On that note maybe you should make everything cost more to build too.

Opinions?  :).
#12
Bugs / (build 0.0.250) Hetrosexual names
November 05, 2013, 03:00:21 AM
Just a small bug. Ive just noticed a female traveler called Graham.. This is on the latest build.

Do you require a screenshot?
#13
Ideas / Name suggestions
November 01, 2013, 06:39:57 PM
So ive came up with a few name ideas for raiders, planets and animals etc.

Rimlickers - These are animals that have a taste for something... not very pleasant.

Rim Destroyers - These destroy rims... erm... Rim worlds sorry.

Rim Fugglies - Small furry animals that frighten people with their perserverance.

Bust'a'rim - A famous colonist wandering the rimworlds.

The Mingefringe - A cult that lives on the outer edge of the Rim.

Rim Breakers - Self explanatory.

The Dirty Rim - A part of the outer rim infested with bandits.

The Chocolate Star Fish - An amphibious animal.

Rim Clinckers - Another animal


Any more ideas? :)


These are not meant to be taken seriously


#14
Ideas / Share the love
October 25, 2013, 04:57:47 PM
Not a suggestion for the game but for the forum goers and people who love the game. This is also probably the wrong place for it so mods please move if needed.

Anyways, post here if youve spread the word about rimworld on other forums. A good way to get extra supporters for the kickstarter :)

http://forums.taleworlds.com/index.php/topic,288957.0.html

My own mod forums (admittedly not much traffic) - http://aworldoficeandfire.co.uk/Forums/index.php?topic=87.0
#15
Support / Cant place sandbags over cable conduit
October 24, 2013, 05:13:43 PM
Been watching quite a few vids of the latest build and noticed you cant place sandbags over already placed cable conduit.

Ill keep my eyes peeled for any more :).