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Topics - Crow_T

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Suggestions / Rescue while drafted
« on: October 14, 2018, 08:24:05 PM »
Can you do this yet? While drafted be able to rescue a downed colonist, the benefit: to take a smarter route to safety, sometimes you want to avoid the threats, not walk past them ;) Being able to manually avoid baddies would be great.

Support / I'm confused (steam, mods, updates, b19>1.0, etc,)
« on: October 05, 2018, 04:40:05 PM »
I used to play Rimworld from the Ludeon dl, manually installing mods into the folder. Since I wanted to do unstable testing I started playing on Steam, then I started to add mods which was really convenient through the workshop. The question is: what is the best way to proceed from b19 to 1.0? I actually don't care about losing saves, but keeping the mod list intact would be nice. I'm guessing I may have to wait until 1.0 is official?

Bugs / 1.0 Mass tree die off
« on: July 31, 2018, 08:16:53 PM »

is it a coincidence it happened after the zone was inversed, covering most of the map? looking again it seems to have started happening before. Either way it was pretty severe.

Bugs / build 1981 Sarcophagi no longer say who is inside
« on: July 31, 2018, 06:20:19 PM »
I stuck a colonist in a sarcophagus, I thought they used to say who was inside, now it just says "human corpse."

Suggestions / some new traits
« on: July 30, 2018, 07:55:52 AM »
Just some new traits that might be interesting:
Stoic: gets a small buff to each negative moodlet, eg +2
Cynical: gets a small debuff to each positive moodlet
Funny: gives other characters a mood buff, "X made me laugh." It can stack also, "X made me laugh x3." Also has a  chance of insulting a pawn instead. This social tab could be pretty fun, "X told me a joke about Y's mom," "X told me a joke about a Tribal, a Pirate, and a Spacer that walked into a bar," etc.

As per the title

Bugs / Kidnapped pawn doesn't affect moods
« on: July 12, 2018, 05:51:22 PM »
I hope someone can verify as I didn't check really closely, but I seem to recall none of my colonists being concerned that a colony member got kidnapped- seems like a good reason for a mood hit.

Suggestions / Make recreational drugs more important
« on: July 11, 2018, 09:11:36 PM »
I pretty much play with drugs restricted, and I'm not sure of a reason why you wouldn't. My guess is if these were IRL people in this situation a matter of utmost importance would be to find a way to get all @#$%ed up. I really can't think of a clever system tbh, but it'd be fun to see recreational substance abuse become a bit more important to colonist life. Some ideas:

Some colonists get a mood debuff like "boring party" if a party doesn't include drugs or alcohol.

Have a system where colonists have different affinities for drugs to fulfill recreation needs. Some colonists are OK with a beer or two once in a while, or even tea, whereas others will continue to have recreation tank until they get wasted. Even more sober colonists will want to let loose once in a while though, the recreation loss will just be at a slower rate.

Have mood debuffs like "could use a beer" that could go away after a few days or after a beer.

 vOv maybe I'll just let loose and let my pawns have at it for fun...


Suggestions / some masochistic raider ideas
« on: July 04, 2018, 10:07:26 AM »
Some ideas for raiders to add diversity:

harassment raiders: raiders, usually alone or in a small group, who do hit and run tactics like set off an animal pulser or shoot a colonist with a psychic insanity lance then leave the map. Later game could include tornado generators and orbital beamers.* There would obviously be a bit of time to counter before the event. Saying "It looks as though a raider has an advanced weapon"  but not specifying it could be fun.

Big Deal Raiders: These are end game and in the hardest modes, but giving raiders access to all the weapons a player has access to would be brutal. Obviously they are in the same world as the player, they will find that stuff too. I've always thought having a practically unwinnable hard mode would be fun. Could be split into a branch of hi-tech Spacer raiders.
* could reserve tornadoes and beamers for these guys

Suggestions / Chemfeul saturated lodes in mountains
« on: June 29, 2018, 05:13:35 PM »
In the same spirit as There Will be Blood I was thinking it would be cool to come across chemfuel-laden (or a precursor to be refined) veins while mining. However, they have a chance of exploding while mined, or when the adjacent rocks get mined down to a certain % and the chemfuel fumes leak through. There should be a warning, eg. x catches a whiff of some fumes... Mining skill could lessen the chance of explosions, one could also suit up miners in power armor if one really needed the space.

Bugs / [1.0] Invalid Name error on Auto-Generated name
« on: June 23, 2018, 06:07:28 PM »
When it came time to name my colony I clicked to accept the name the game generated and I got invalid name errors- one was pretty long, Finenealer Friendly Confederacy,  so I shrank it to Finenealer Friendly Con and it worked, maybe a character limit thing?

Bugs / [1.0] No coloring on wooden club icon
« on: June 18, 2018, 05:42:00 PM »
The icon is the one at the bottom of the screen, with the B inside of it.

I had to make a club quickly and equip it, when it was done I drafted colonist (who dropped it, was carrying it to a stockpile) and equipped from the drafted state. Playing on Ubuntu.

* this is happening with other melee weapons, even ones from raiders.

General Discussion / What is the best default pawn behavior- fight or flee?
« on: February 09, 2018, 06:02:53 PM »
So, I just had my first colony end due to frickin' alphabeavers- I think the mistake was to set the colonists to engage instead of run away. Just curious what settings other people use and why.

Suggestions / Add a Homesick mood penalty
« on: January 28, 2018, 08:23:14 AM »
The basic narrative of Rimworld is that people crash land on a planet and want to get back to where they were going- I think adding a Homesick mood penalty makes sense. It can start out small after a year and remain pervasive and/or grow as time goes on, or it can come and go randomly. I'd also like to see a "Losing Hope" penalty after certain events, like after X number of raids or other big negative events. Obviously the severity of the debuff would be based on several factors like personality and relationships with other colonist/animals. The big picture is that these kinds of feelings will give more of a push to progress forward in the game.

Mods / [Mod Request] Red Alert, one button combat readiness
« on: January 19, 2018, 04:47:26 PM »
Oh no a Raid! This is what this mod can do in one button push:
Restrict specific pawns to specified safe zones
Restrict livestock to specified safe zones
Make combat pawns switch out gear to a specific preset
Make specific pawns man mortars
Make combat pawns go to an area after gearing up

A release button would put pawns back to civilian mode, equipping regular gear and unrestricting zones.
Cool to have:
Multiple presets for different raid types, eg a raider one vs a mech one

Given how much micromanagement needs to be done when raided this would be a pretty nice button to have.

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