Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Vaporisor

#1
Honestly, this was pretty epic and I really loved this episode.  Steadily followed this 80 episode and going series, but even if you didn't the Muffalo Migration was pretty epic.

Again, not my video obviously, but is so enjoyable watching Blitz' plays.

https://www.youtube.com/watch?v=eXKu8buVGC4
#2
Ideas / Balancing power gun proliferation
June 03, 2016, 02:07:48 PM
Opening with a quote from Tynan in the bionics off dead thread.  Reason opening this quote is I had tossed around ideas for guns and such to bring more value to primitive weapons and prevent the masse weapon harvests.  Promote more internal building.

Quote from: Tynan on June 02, 2016, 11:56:10 PM
No, it'd destroy the meaning of bionics if you could harvest them off of every dead enemy. They'd destroy the economy and you'd be swimming in them all the time. This is already a problem with guns.

Inspired from another talk, I had the idea to have weapon skill related to weapon degregation.  Armor and clothing get damage from hits, so was thinking melee and ranged weapons get degredation from use.

So first bit would be to break down how the weapons are set up.  First part is health.  Should it be the same for all weapons, or should higher quality have more health to them?

Second part of it is skill.  Skill reflective of a person's ability to maintain a weapon.  The lower the skill, the higher the degredation.  So if you are giving that no passion skill one person some fast hitting high end weapon, it won't be long before it is junk.  It also means if you are using high value weapons for hunting, that is going to have them worn out for when you need them.

This means that early game, it would be less willy nilly equiping and sell everything.  Relying more on crafting and limiting your combatants and more planning of gear.  But this also means that there is more micromanagement in combat so weapons would need to be added to outfits and switching outfits potentially when raids come in.

For this latter part, an alert system would really help the game I think.  Each colonist having two outfits.  Normal and alert.  When you hit alerts, a colonist will wake and switch to the alert outfit and equipment, then go to a gathering spot.  As such, good planning of armories and stockpiles would be important to ensure minimal time is wasted as they grab their armor and guns.

I feel it also adds a bit of flavor in this regard.  At current I micromanage the harder difficulties with outfits.  I like my guys running around in cowboy hats and then going to my armor vests and helmets in a raid.  It makes logical sense but it means every time I get a raid, I do have to manually switch each person's outfit.  Sigh.

To keep it balanced, this alert system would need two parts.  One is it would have to be researched.  The second is that it needs to have equipment.  First is an alert button which would have to be flicked.  Second part is the warning.  The warning needs to be placed in a room.  So flick switch, and all in room get the warning.  Potentially a range limit though it could be quite big?  It also means barracks can have more relevance.  If playing a storyteller with more raiding and big fights, you might want your best shooters in a barracks with their equipment at the ready.  Only the best can go into that area and that is where the best stuff gets stored.
#3
Animal zones and dumping stockpiles.  Nothing wrong with them, but am thinking it adds a bit of clutter to mechanics is all.

Animals and colonists can both make due with the home zone, but rest of them are unique with minimal differentiation.  Just having both able to make use of the same zone will help streamline play because a person just needs to create the zone without accidentally doing it in non animal or the versa.  Sometimes I have had to have overlapping zones such as a toxic fallout zone I call "Compound" which keeps everybody under roof and inside walls.  Another one I have to double make for both animals and colonists is my "Panic Room" which I use for when there is a potential threat inside the home such as insects or drop pods.

The other is the stockpile zones.  As it is, the stockpiles I think are so simple and intuitive there is no reason to differentiate anymore between two things that function the same way.  I would obsolete the Dumping Stockpile and replace it with a button that lets you autofill a room with a stockpile.

Minor things, but I think it would add a bit of streamlining to the play.
#4
Keep an eye out in future updates for "Umbra 'Darklight' Nighthawk"  It is a backstory character, but will keep that secret.  The name is based on the backstory so don't want to spoil the name origins in that bit!

I hope you guys get them and is interesting to you.  It was a bit of a trick.  I wanted one that was unique, but not overdone.  If you see them in the future, be sure to let me know :D

Side note.  Do accepted characters get added to future downloads or in next update?
#5
Ummm.... wow... I am doing an extreme challenge of sorts.  Anyways, one person went berserk, and knocked down the other two colonists before getting taken down by the cat.  Cat is 100% healed and not a single twitch of healing on the guys lying on the grounds?  So if I am observing right, bruising incapacitation after two days in a hardcore play will keep three people permanently in shock?

I am thinking I am gonna have to devmode my hardcore... whee for being incapacitated longer than the time to heal the injuries without medical treatment.
#6
TABLE OF CONTENTS

Prologue: The Frozen Wastes of Zaurak
Chapter One:  Building Walls
Chapter Two: Desperate Times


Hi there everybody!  I had a fair bit of fun with my first roleplay story project with the convicts and am liking the story progress with the choose adventure, I have decided now is the time to do my most extreme story yet since the psychopath chronicles wrapped up.

This time, it is a third person narrative I hope to do in a novel style.  Less images unless necessary, and more writing and descriptive imagination.  I have had a seed concept on back burner for a very long time.  So incoming is what I feel is the most extreme play I had found and hope to share it all with you.  To bring the harshness that keeps me loving rimworld so much.  I have no idea how it will go, or how it will turn out, but it will be great! 

I do not know how long it will turn out or how long it will take.  But the time spent writing on the other two far exceed the gameplay time.  I hope that this results in a short story anybody can enjoy.  If at any time you have questions or feel information is lacking, just give a shout, will try to work it in for you!

So without further delay, I am going to be starting writing the prologue in just minutes here, thought it probably will take a fair bit to get it finished and posted.  To help in knowing when I add more chapters, I will edit the main title to state the most current one.
#7
To put it tragically, I have been doing a writeup roleplay story in the stories section of forums.  I am approaching the conclusion.  For readability, I have some formatting and for speed and consistency, quote and then edit the previous one to carry formatting over.

The issue is this post https://ludeon.com/forums/index.php?topic=19371.msg216967#msg216967

I hit modify instead of quote and never caught it.  Result is I saved over the previous post that contained a fair bit of story info.  The events no longer fresh in my brain, plus frustration I feel I could never get it as solid and complete as what I had or even ensure it is correct.  Is there a  way to undo a posting edit or can the moderators do that for me?
#8
I have always been a strategy/management player.  I love Dwarf Fortress still.  But what is it that has me so into rimworld that I have even started doing fiction of my playthru where the writeups take longer than the play for it?

For me?  The pawns. 

The game is big enough to take a good bit of time to reach that point of satisfaction or victory, but small and diverse nature of the game with their names running around brings a connection and interest to each pawn.  Sometimes to where I start playing them a way as though they have a personality.  Dwarf fortress is very fun from the management and design standpoint, but it was extremely rare some dwarf seemed to stand out enough to connect me to the colony.  In fact after so many years of fortress, the only real memorable character was a cat.

Rimworld though, every time I play there is always that one pawn in which has those mix of traits and RNG fortune to stick in your head and become the mascot of the playthrough.

The social side just increases that even more.  I cannot wait to see what more personability to the pawns we get in the future!
#9
I like roleplaying my colonies in rimworld and have been enjoying doing a writeup for them.  I have a thread started for a second, 'choose your own adventure' style of thread.  Essentially I pose a question in regards to the colony, and am looking for people to submit potentials.  At which case, I essentially put all the plausible ones into a hat, and then draw a winner.

I put it up on the 'Stories' section but it doesn't have many views and no feedback to the first direction posed to get started.  Without other player feedback, it really won't get going.  Since these are almost like a literary version of lets play, wanted to post the link up here in case there are non story goers that could be interested in it.

https://ludeon.com/forums/index.php?topic=19585.0

If you are interested in being a part of this, let me know here.  If people would prefer posting in the forums instead of IM, I can make use of this first post to pose each question like a table of contents instead and then link to the chapter in Stories.
#10
This is one I just noticed.  While technically not impossible, it is improbably and potentially pushing morals in game?  Fully understand that it is a game and the rim is a rough place.  This one I noticed just kinda made me cringe a bit at the though  ???

Essentially, I had a raid.  One of the raiders was a colonist's mother.  I took a screenshot showing the mafia boss title and noticed that her age was kinda down there.



I then took a peek at her son, turns out mom was 14 at time of a baby boy?



Logically I get it, but that is just.... dang...  14 years, talking a potential for a 13 year old conception?
#11
Table of Contents
(Are links, click to go to post)

PROLOGUE
CHAPTER ONE:  PLANETFALL
CHAPTER TWO:  DIGGING IN
CHAPTER THREE:  HELL'S KITCHEN
CHAPTER FOUR:  FIRST BLOOD
CHAPTER FIVE:  TALL TAILS
CHAPTER SIX: HOW NOT TO WIN FRIENDS


I have been having a good bit of fun on my one journal playthrough when I got the inspiration for something a bit fun.  I am thinking of doing something more general.  What I am going to do is let you guys message me ideas on what to do and what the colonists are thinking.  Do we want farms and walls, dig into the mountains?  If need be, cannibalism or no? 

Essentially I will post and make a milestone posing the question and you folks can instant message me with what you think the colonists will do, then I will roleplay that according to what has happened in past and according to the map. 

To start, I am going to want you guys to give me backstory on the three starting colonists.  Are they familiar with eachother or strangers?  Why are they on the ship?  Could be they are travellers from glitterworld looking for luxuries or are they from a slave ship?  Your call!!! 

Since backstory exists before they land on the planet, that is all you get.  Once I choose a backstory, I will open with the user's name that inspired me and random land on the planet.  Your backstory affects their initial actions!

Here are the three victims!

Rajel 'Raj' Valjurai

Raj Grew up with a laundry list of phobias and neuroses.  She feared, among other things, doctors and foodborn pathogens.  As a result, she learned to cook and care for herself but many of her fears dog her in adulthood.

Raj was an internal spymaster in an Imperial army battalion.  She made sure that the men were loyal, and did not fall back unless ordered.  This made her unpopular but she gained great skill at detecting the slightest dishonesty.



Valentin Graves

Graves was born into a powerful cult which shunned advanced technology and believed that all illness could be cured by cleansing the sould through sacred art.  After his first glimpse of the outside world, he decided to run away.

Graves was the only survivor of a ship crash on an unhabited animal world.  For many years until his rescue he scrounged and existence out of whatever he could find.  His survival skills became razor-sharp, but spending so long alone severely dampened his conversatial abilities.



Kelly Valdez

Kelly's mother was often ill, and it fell to her to run the store which was their only source of income.  She learned a little about the exotic artifacts which she sold, and a lot about the art of the deal.

Kelly owned and operated a successful ranch where she raised animals for meat and woo.  She refused to do any dumb labour she could pay someone else to do.



So there we have them.  The backstories will be worked into how they react around your choice.  Once we have a story how they are all connected, then will have planetfall and get started there!  The goal is to keep it simple. 

This first one, what would be looking for is getting the idea of who is in charge so to speak or will they each be doing their own thing.  Lay the framework for me to really roleplay what they do ^.^

Remember, lets try the message system to see how that works for now, keep up some surprises!  I will try to get to one milestone per day, so the updates will be small with my other colony in stories being my main.
#12
Ideas / Tweak social so psychopaths can woo?
April 27, 2016, 01:11:41 AM
Well, I guess this is the flaw of the psychopaths getting no social gain or loss.  I am playing a colony and they always stay single.  Pondering if there are two psychopaths if there is a chance they can just choose to be lovers?  So two in colony, a random chance just to propose lovers and accept.  Even if there is no social, there is still the carnal side I guess.  Reason I was pondering is my colony this time was built around psychopaths.  They have nice beds, but none share with eachother.

Another thing potentially on this could be I have one psycho who is +100 to another colonist.  Can said colonist choose to woo, and then propose?  For the psychopath, they won't gain the social side, but the lovers side can be beneficial regardless.
#13
So power claws I know that a melee user will only use them if they have no other weapon.  But what if a ranged user does?

I have a theory I want to try for a couple guys in a play but not sure what happens with testing.  I have guys that are melee/ranged passionate and really all they are good for so was thinking about what would happen if they had close ranged weapons with power claws.  Would it be a base damage cause of guns or would the power claws be the primary weapon for melee?

The info for wiki says if they are wielding a 'melee' weapon... shrug?  I hope power claws can work if holding a range weapon, that will really open up possibilities.
#14
I didn't realize it at first until today when reading the forums.  Some of the characters and names are unique?  Is there a place to find out who they are or more info on it?
#15
I have done many colonies and also played a multiple of builder/simulator games.  My psychopath playthrough so far has been quite fun and also stays fresh longer with the jounal I have been writing for it.  Anybody else ever do that?

If you are a roleplay style person like myself, I recommend giving it a try.  For mine I am keeping it to the perspective of one person unless he dies but it really has been fun so far.  I would love to read  if other people do a 'let's play' journal.  Is the fun of a lets play, but more from a character's perspective and personality instead of just being removed from the play.
#16
URGENT NOTICE TO INHABITANTS OF PLANET DABIH NASHIRA

A penal transport ship has just reported that three dangerous criminals have escaped custody.  All three are known violent offenders and if spotted, must use extreme caution.  A reward is offered for information or capture, Dead or Alive.

Malvina Kettu
Female
System Standard Age 45
Last known appearance:
Colonial Ancestry: Caucasian
Height: 5'11"
Weight: 250 lb
Dark hair Brown hair in twin ponytails

Grew up in a shelter on one of the toxic planets following the 16 system war.  Highly educated.  Was a musician to earn a living on the pre-industrial conditions.  Highly attractive, she would seduce people into a quiet area and then kill them and take anything of value.

Convicted of theft and murder.

Notable Features: Stab scar on back of left leg


Samuel Redman
Male
System Standard Age 29
Colonial Ancestry: Caucasian
Height: 6'3"
Weight 320 lb
Brown hair cut short

A highly cold and calculative man.  Mute since birth, he grew up to become one of the most renouned chefs and people would come from other systems just to dine on his meals.  Do not underestimate.  Samuel has an extremely high intelligence and used his services to subtly drug and intoxicate people in powerful positions rendering them extremely vulnerable to suggestion.  Arrested for Espionage and Terrorism

Notable Features: None


Emily Young
Female
System Standard Age 31
Colonial ancestry:  Asianic
Height: 5'5"
Weight: 120 lb

Emily 'Emmie' Young has no known history of violence, but is considered the most dangerous of the group.  Vatgrown by those in the criminal underworld, she has since before birth been raised to serve and manipulate people as an urbworld sex slave.  Probably organizer and leader for the escape.  Convicted for <Redacted>

Notable Features: Scar on lower right of abdomen after being attacked by a domesticated bear

Unconfirmed reports state that a guard was killed and the guard's Worg is unaccounted for.

((This is the introduction for a Roleplay style world I am planning.  Will be updating this as the world and story progresses from a first person journal point of view so will post as events of interest happen.  I wanted to try a more criminal play with the new social system and complexity so decided to random generate three psychopaths to run from.  Difficulty is Randy set to Rough))
#17
((first time posting in stories, but this is just too interesting not to share))

Stories of stranded victims of ship failure, raiders, or anything to cause jettison to the escape pods is common to the news and written about in stories all the time.  Those who crash into hostile terrain and lucky just to escape while others land in paradise and lay the foundation for new trade cities that the rich flock to for the lush landscapes.

For the survivors that crashed onto the remote planet of Azefafage Sinistra, It seemed like their misfortune became fortune.  Jesse, Tina, and Jess were the only survivors from a ship that was making the rounds for the next quadrant's political campaign.  Tina being the social liason and the other two part of the security detail.  The politician  was one believing in system and order until something unknown caused the ship's reactor to go critical.

As debris continued to rain down, they knew they wouldn't be found by any searchers.  So they set about securing an outpost to make their escape.  Fortune smiled upon them.  Even without the time to designate a landing position, they found themselves in a nice and mild climate.  Plenty of building materials and wildlife to feed themselves.  Ground at that crash site was rich with plenty of geothermal vents nearby to power their makeshift installation.

A couple months later as the crops readied to be harvested, an escape pod crashed to the ground.  Inside was their political escort, Vladimir.  All rejoiced as he was a good man and a hard worker.  This former soldier turned politician was good with a gun and things were looking okay.

During the initial year, another escape pod from ship unknown crashed nearby as well as a person lost found their way and was welcomed in.  Even the local indigenous population was quite reasonable.  One tribe was initially hostile, but after the colonists released survivors from an initial attack, and then gifts of good will, they eventually became trading partners.  Aside from the occasional raid from a pirate group that claims the planet is theirs, all seemed well.

Hrm.... not entirely true.  The fertile land, and abundance of wildlife has created one problem in paradise.  A prolific population of predators exists all around in the forests.  Unfortunately, during the first year, walls and security had not been completely established and predator attacks were far too common so a strict sleep curfew was in place for evenings.  However tamed animals were lost, most notably Vladimir's Terrier which had survived the ship's destruction.

However one year, a cougar attacked while one of the hunters was out.  A hunter shot but did not kill the cougar.  Our local animal trainer, who up until know was rasing some cats to keep rats away, and huskies for labour, decided to rescue and heal said cougar.  There was concern for safety with a wild animal in the compound.  To solve this, Tina decided to convert an unused storeroom into a makeshift kennel. 

Over time, she was able to tame the cougar.  A local tribe had a male they had tamed for sale and she started breeding and training cougars for sale to the other tribes.  These fast animals have been in demand and successfully trained due to their strength and combat prowess.

However, just recently in the winter of third year, another mishap with the predators occured...  A stray shot from a hunter hit a massive grizzly bear and enraged not only it, but others nearby!  All by himself, the hunter fled back into the compound and the gates were locked.  This did not stop the bears who rushed into the main compound.  The automatic turrets were designated to fire at these animals and proceeded to promptly take them down.

They did not die though.

Tina and her affinity to animals simply could not let these wounded creatures just be butchered for no reason.  Food levels were high and the coolers full.  So the three bears were moved into the store room where Tina healed their wounds and is now attempting to befriend these large and dangerous creatures.

Entering such a small room and seeing these large bears inside is truly a sight to behold!  Be careful Tina, if you provoke them, you will have but moments to escape.



Also, those responsible for construction have noted they installed roofs over the solar panels.  This was temporary and has since been removed since taking the airborne photographs.
#18
Not sure if this is a bug, but for me it doesn't make logical sense.  Multiple tribe trade caravans arrive and always buy the bows I made specifically for selling, but to date have not had one that seems to buy my clubs I fabricated specifically for selling.

It is a minor thing, but never know if it relates to the other traders or items.

Edit:  Next bunch of traders after I posted seemed to buy clubs.  Perhaps it was just odds and the other trader groups werent buying them.  Take as you will.  Shrug?