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Topics - JimmyAgnt007

#1
Off-Topic / Space Opera Plots
November 02, 2017, 02:14:25 PM
So, I want to do a space opera story, but Im having trouble deciding on an overall plot that can last the whole book or three.  Ive got the day to day stuff, the things they can be doing while moving the plot along, but just dont know what the BIG thing is.

So, Id like to hear about what others like to read about.  Without me saying what I prefer or not.  If i dont like your ideas then I will try to explain my reasons (just to myself) and maybe figure out what my issue is. 

If you read my RimworldTV story, that entirely lacks a overall plot, thus its rare updates.

I want everything, from Galactic events that would involve everyone (or at least spaceship owners), to some insufferably trivial task that takes forever to complete.

The story will be well within the realm of comedy so feel free to be ridiculous.  (though im leaning towards a human only galaxy, maybe a precursor race but they are background lore rather than plot relevant)
#2
Mods / Breakdowns
January 26, 2017, 12:28:59 PM
Is there any way to disable breakdowns or simply eliminate the component cost for fixing them?  Personally I think it would make more sense to need components for fixing battle damage, not random breakage.  Components for building are fine as is.
#3
Ideas / Psionics and Spice.
December 09, 2016, 12:44:22 PM
Alrighty, right now we have a resource that we can't manufacture (neutroamine).  Some people don't like this but Tynan wants trading to be necessary.  I suggested that certain resources be biome specific, such as neutroamine being harvested from a flower in the jungle (cuz that's where we get rare medicines right?  Also where we need the most meds.) But that's just one resource and there are a lot of other biomes.  So for now it should stay as it is but an idea I had for a new resource based on psionics.  Spice!  and of course it gets harvested in a desert biome.  (Yay for Dune references)

The way I see Psionics working is that, there is a psionic skill.  This would replace the current traits as the higher the skill the higher the sensitivity.  Thus making the psychically deaf trait a bad thing.  As you train up the skill it drains your other skills, perhaps starting with the highest ranked one. (maybe doesn't progress if there are no other traits to drain)  Eventually resulting in there only being a level 20 in psionics and 0s in everything else.  The skill will let you use artifacts as weapons, animal control to attack enemies, making them go insane and attack each other.  Also whatever new nifty powers Tynan wants like lightning or fire.  Your skill level determines how powerful the power is.  Can you only control squirrels or can you make boomalopes blow themselves up.

Non combat skills can be anything from mental powers to remove bad moods or memories, seduction, animal taming, fast moving resources, or even predicting the next event.

Spice comes into play as a tool to help you.  Firstly by stopping your psionic skills from degrading, then boosting your passion for it.  Also, for non psionic and psionic alike it can prevent health problems or making you partially immune to diseases before you even get them.

Any other ideas?  Maybe new and rare, biome specific, resources?
#4
Off-Topic / Paint Program Art
September 23, 2016, 01:40:36 PM
Is there anyone here whos good with MS Paint or (preferably) Paint.NET?

Ive been messing around with simple comic ideas but cant ever mind an artist and doing it myself is tedious.  I'm not looking for amazing art (well I am but going to settle for less) just someone who can do even pixel art and is a copy/paste wizard.

The simple setup is that I write the story (2 of the links in my sig for my writing examples) and someone turns it into a simple strip.  The main comic I do takes a while to do a new page but the one I just started trying out takes very little time. 

Heck, Im even ok with making the Art Assets myself and just letting someone else do the fiddly bits.  Though that would rather limit the artistic input from the other person.

I know this is prolly a long shot but just thought Id put out some feelers.
#5
Off-Topic / GameMaker
August 19, 2016, 01:37:26 PM
Anyone have experience with the game maker on steam?  Or perhaps other programming experience.  Ive been thinking of making a stardew valley esq game and wondered if anyone else had skills to contribute.

My game concept was of a salvage vessel on the oceans of a junkworld.
#6
Off-Topic / Choose your own adventure.
July 23, 2016, 01:57:01 PM
Started a new game on Mythweavers where people can vote on the things they want to see happen in the story.  Its not really related to Rimworld but I know there are lots of cool people here so feel free to head on over and get involved.

http://www.myth-weavers.com/forumdisplay.php?f=37859
#7
Ideas / Apex Predator
June 23, 2016, 08:33:45 AM
We need a new kind of apex predator, Im thinking a 'Land Shark' of some kind.  Like the thrumbo it would roam through your map after a battle and gobble up the bodies, driven into manhunter madness if it doesnt get enough meat from the dead.

So you have a battle, you rush to clean it up as quick as you can for their stuff.  Or just strip their clothing and take the good bits.  Because there is a good chance that after a day if their are still bodies and blood that the 'LS' shows up and feeds at the battle site.  Eating corpses, drinking blood (technically, cleaning it) but if it doesnt fill its hunger bar (and it should be big) then it goes manhunter for more.  Harder to kill than a thrumbo, maybe a brain blasting psion pulse weapon to catch it prey. 

Of course the size of battle would determine the chances.  A battle with a few people wont be an issue but one with dozens of dead with lots of blood would really draw it in.

Anything to add?  Any ideas for your own apex predator?
#8
Ideas / Other factions fighting.
May 13, 2016, 10:25:18 AM
Id love to see two enemy factions (enemies of each other, not my enemies strictly speaking) duke it out on my front lawn. 

Maybe a faction warcamp event where a traveling army sets up a base for a short while.  If they are enemies they will attack my people but not siege or assault, just defend.  If they are friendly they can trade (mostly buying food and meds id expect)  Then there is the possibility that another faction shows up to attack them.  The player can just sit on the sidelines and watch.

The winner grabs prisoners, bodies, loot, and moves along.  The player can pick up whatever is left or rush to loot as well if they are friends with the winner.  Or you can just kill the weakened winner and gain a pile of loot.

This might result in the player gaining too much wealth of course, if they kill off both.  but it would be fun to watch a large scale battle without any direct threat to your own base.
#9
Ideas / Tricorder
April 14, 2016, 11:13:31 AM
A handheld device that lets a pawn search around for things of interest.  Maybe reveals rock composition a few tiles deep to help with mining but also find burred treasure in the dirt, a predicted location for insect hives, maybe a warning before a drop pod arrival of any kind.  What meals will cause food poisoning. 

Something that can give someone with the research skill something to do after the tech tree is finished.  Also a medical version for doctors.

Nothing too major or game breaking but could be fun to have people wandering about in their leisure time and stumble on some gold or jade burred in the dirt.
#10
General Discussion / Mountain Fortress
March 06, 2016, 11:59:10 AM
I just wanted to share my 20 year old colony with everyone since its now March.  No mods except for some tweaking I did to allow the Antimatter Reactor to be build-able indoors and produce 100k power.  This whole base needs 210k power abouts so there was no way I could do it with solar and geo. 

There are 60 active pawns, could have fit more if I made the rooms smaller but it was starting to stutter as it was.  1 pawn was in stasis.  Also this is the second generation, I had already launched 35 colonists into space.  I dev mode recruited the 5 prisoners i had at the time and launched the ship so they became the new colonists. 

http://jimmyagent007.deviantart.com/art/RIMworld-595006666



As you can see I have massive growing rooms and freezers.  Vaults of MREs and neuro trainers.  Medical facilities for colonists and prisoners.  Even an indoor farm for alpaca fur!  The left entrance was the first one, then expanded across the map.  My little artillery park devastated any siege attempted before it could finish building its own guns.  Originally I had very few turrets, I just added them in later because why not.

Toxic fallout means nothing to me!  So what do you people think?

A16 Fort here, https://jimmyagent007.deviantart.com/art/A16-Mountain-Fortress-694725024?ga_submit_new=10%3A1501000548
#11
Off-Topic / Spaceship
March 02, 2016, 08:53:34 AM
If RIMworld was a spaceship game, as so many people wish it were, what would you want to see in it?

Currently Im in the concept stages and developing art assets for my code monkey to use.  It will be as if Dwarf Fortress and FTL had a baby on RIMworld.

So when you think of that.  Whats the first thing that pops into your head?  Also note that this isnt constrained by RIMworld lore at all.

The setup is that you are the AI of a ship that has suffered an accident during FTL transit and ended up in the space between realities.  An empty void where the ships of many realities and timelines are dumped.  Your goal is to survive and escape... maybe.  Im focusing a lot on the crew, giving them immense depth and choice.  The play wont have any direct control over the crew, rather give them orders that they follow based on how much they trust the AI. 

Since this is the only online community im really active in I hope I can get some ideas that i havent thought of.  Ive got a lot, but I dont want to miss something thats totally obvious to everyone else.  Thoughts?  Comments?  Suggestions?
#12
Stories / RIMworld TV
February 11, 2016, 12:48:23 PM
I wanted to write a non visual comical story so naturally Im doing it based on TV.  When I thought of the idea of TV in RIMworld i put in the cheap suggestions then made a thread for an expanded idea.  Since I doubt this is anything like a priority for the game itself I figure why not roll with it myself.

****************************************************************

Scene 1
Scene 2
Scene 3
Scene 4
Scene 5
Scene 6
Scene 7
Scene 8
Scene 9
Scene 10
Scene 11
Scene 12
Scene 13

Finally figured out how to link specific messages.  So now things should be easier to read through.
#13
Ideas / TV
February 04, 2016, 09:58:29 AM
This started as a cheap idea then I kept having more ideas.

Given that there are TVs then how about cameras and such so we can have our people make their own shows.  Have a colonist with a camera in the gun slot and have them record things.  Record surgery for a medical show, hunting for redneck TV, really anything can be turned into entertainment.  A theater zone so that pawns can participate in fictional productions.  Nothing too complex, just a few pawns talking or fake shooting weapons in front of the camera.  Just something that could bring a lot more fun to the colony.
#14
Stories / Story Ideas
February 02, 2016, 03:51:49 PM
Ive been thinking of doing a comical story but not a comic strip.  However Ive been having a hard time thinking of a central plot (re: writers block).  So what are some ideas you wonderful people would like to see.  Maybe some specific types of characters or settings.  Id like to avoid a RIMworld specific story or anything else based of others IP.  Other than that Im pretty open though I do prefer science fiction over fantasy.

Any ideas?
#15
Ideas / Terminator Event
January 11, 2016, 12:30:32 PM
OK so this may be just because I watched the movies lately but remember the enemy agent event?  really annoying but a small scale danger event.

How about a Terminator event?  A flash of lightning and a time bubble later and a naked pawn spawns.  He is programmed to kill one of your colonists.  Made out of bionic parts and extremely durable he will kill anyone else who gets in his way, take their clothing and weapon, and move on to his target.  If you kill him you get some bionic parts and an AI core.  Otherwise he kills his target and leaves the map to complete 'other objectives'.
#16
Ideas / Wild and Wacky Biomes
December 17, 2015, 01:12:19 PM
The new Extreme Desert biome will be the new hardest mode and thats pretty cool.  (sorry for the ironic pun) Then I got to thinking of something even harder than extreme temperatures.  In the latest blog Tynan mentions the "Self-reproducing, spreading underground insect hives" and I got thinking.  What about a biome that is difficult but not because of the temperature. 

For example an "Infested" biome where there are enormous numbers of these hives and you are under near constant attacks.

What about other types of biomes that arnt typically found in nature.  In one of the UFO games (Xcom clone) the aliens spawn biomass to cover the earth.  Mutant animals cover it and the ground is all organic.  Something like that would be neat.

What are some extreme locations you can all think of that would be fun to play?  Either because of extreme difficulty or just to radically alter your play style.
#17
Stories / LEGO
November 24, 2015, 10:10:17 AM
So I was helping my folks clean out my attic to get the Christmas lights when i discovered my old LEGO boxes.  I spent a day and sorted through everything for fun.  Now I have a webcomic but really dont like doing all the artwork so I thought about doing one with my LEGO like the comic Legostar Galactica.  However my own collection is rather limited, I think I lost a box somewhere over the last two decades.  Im just curious if anyone out there has a ridiculous amount of LEGO collecting dust that they want to play with before they have kids of their own.  (One of the best parts of parenthood im told is playing with all your own toys from when you were a kid)

I do a fair job of writing and can do this all myself but having someone else out there would be handy.  Either doing the image work for me or supplementing my story with their own.  Just an idea I thought Id share with the wonderful people here.

I mostly own space stuff so I cant really do RIMworld if I use my own collection.  Until Tynan licenses LEGO to make RIMworld stuff (Whats taking him so long?) Id need help from someone else to do that kind of story.
#18
Stories / Story Generator
September 30, 2015, 12:34:45 PM
Ive been thinking of programming a story generator.  A setting similar to Rimworld (Sci-fi) but without the tedious base building that I could never hope to match.

I have fun playing Rimworld and Dwarf Fortress but Rimworld lacks much of the story that DF has.  On the other hand the learning cliff (not curve) of DF makes it difficult to access the very deep story. 

So in broad strokes I would like an interface that coveys journal entries based on the choices made by the player.  If you have ever played Zafehouse Diaries you have the gist of it.

Unlike ZD i dont want a set or forced ending.  I want to tell the story until its done.

What kind of setting do people want?  What interface choices do you want?  What visual information do you want shown to you?  Anyone know C# who wants to help?
#19
Mods / Vat Grown Colonists
September 18, 2015, 09:12:03 AM
Couldnt find a mod for this, not sure if maybe they called it something else.

The idea is that if someone could alter a few existing parts for a different use.  Being able to vat-grow new colonists.

Stasis chamber - Something to grow the colonist in
vitals monitor - something to observe the process
food hopper - something to input the organic materials
multi-analyzer - something to process the whole deal

Have them all next to each other and linked like tool benches and such.

Then with a lot of power they grow a new person over time.  A lot like growing crops. 

During a power shortage the stasis chamber kicks in and the new person is 'resting' before power comes back and the work keeps going.

Maybe a fail event that covers the room in blood and human meat?

In the end you get one of the vat-grown backgrounds or maybe something custom.  Might want to give the player the choice of what kind of person to grow but not make a superman type.  Mediocre at all things or really good at a few things.
#20
Bugs / Bodies Not Rotting In a Grave
September 09, 2015, 01:20:20 PM
I just built a furnace to burn corpses and noticed that all the bodies that were buried 'fresh' remained fresh despite over a hundred days in the ground.  With year-round growing temp they wernt getting frozen.

Has anyone had this?  Un-bury some corpses and check them out.  I had some that were rotted but thats how they were first put in the ground.