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Topics - cactusmeat

#1
Ideas / Animal weights
July 25, 2018, 12:30:00 AM
They are currently very odd. I did some googling to see what earth equivalent animals are. Keep in mind Rimworld is not on earth, but biology functions within the laws of the universe. It is known that an atmosphere of more oxygen allows insects to be larger, where dragonflies could have wingspans of 2 feet.

Some of these just seem horribly off.



[attachment deleted due to age]
#2
Ideas / New Combat options
July 24, 2018, 10:35:23 PM
Classify weapons as 1 or 2 handed/ add shields
Pawns missing a hand or arm would be able to use 2 handed weapons but they would aim slower or attack less frequently.
Allow pawns to use pistols with knives, or riot shields (that should require plasteel), use 2 pistols at once with greatly reduced accuracy, or use shield and sword like the old days. Because why are we restricted to high tech bulletproofing shields?

As is, melee pawns suffer the most lost limbs either from fending off other melee threats or from friendly fire. with shields they could at least take less damage from what is in front of them.
I'd also like a full helmet for the front liners such as this:

[attachment deleted due to age]
#3
Ideas / Hide plans
July 21, 2018, 09:48:43 PM
It would be nice to have a button in the bottom right for hiding all plans. That is all.
#4
Ideas / Guard Towers
July 21, 2018, 08:56:29 PM
Guard towers should exist. I know it would be hard to implement and balance embrasures, castle walls etc, so I offer this suggestion.
I'm thinking just basic guard towers, stairs that lead up to an area protected on 3 sides by sandbags or something. This would be achievable with just doors and walls so to make it unique:


  • allow 1 colonist or small turret to be on top
  • provide cover as sandbags would
  • give a small % based boost to shooting range and/or accuracy

#5
Bico (the prisoner) has the tough trait, some asthma, and a leg with 27/30 hp when she suddenly expires. i've loaded the auto save closest to the event numerous times and without fail she dies for seemingly no reason.

save files & pics:
https://drive.google.com/open?id=18I2RU8EKofFn_rP4uLpkUoyZAWLL-SP2

autosave is right after the fight, other save is right before death

even when loading the autosave and tending quality is different she dies. no infection appears.

edit: loading bico dies why, using the heal random injury debug option kills the patient when it hits the leg. And the debug option restore body part successfully nullifies this bug (provided they haven't died yet).

#6
Ideas / Chemical warfare & tribal sieges
July 07, 2018, 11:20:07 AM
I think the game is missing these things.
  • Chemical grenades that cause bursts of toxic buildup/burns
  • chemical mortar shells
  • gas masks to counteract chemical warfare
  • catapults that can launch stone chunks, steel
  • tribal sieges, where they come onto the map with enough wood (and tamed pack animals to hold the wood) and build catapults
#7
Ideas / New traits - Apathetic, Hardy, Adventurous
June 30, 2018, 01:15:55 AM
Apathetic - Pawn cares much less about all things. all moodlet + and - are reduced by 25% and a minimum of one less.

for example a regular pawn gets +20 from being married and -5 from being in darkness.
Apathetic pawn instead gets + 15 and -4

They could also be more likely to sad wander or have their break threshold lowered.

Hardy - Pawn feels less pain, is more tolerant of heat, cold, drugs and toxic buildup.
Just don't alter the blood filtration stat like that dwarf lotr mod did...they never died of infections.

Adventurous- Pawn gets a mood boost for being in a caravan (for at least x time), when finishing any quest (whether succeed or fail), and gets a +2 to social.

I'm not sure on the balance of these, just comment on the concept at this point.
#8
Ideas / Change melee skill to athletics?
June 23, 2018, 10:42:22 AM
Most of my colonies ignore brawlers and melee heavy pawns. I've always felt it was a wasted stat, and I know i'm not the only one. If it were changed to do more than just melee combat I might rethink their usefulness.

I propose it be changed to:
Affects melee skills as it does now
affect swimming speed
affect average caravan speed
affect walk speed on difficult terrain
affects total carry weight


If it is possible on top of that, It would be nice if the pawn shape/size correlated to (and dynamically updated) this new athletics skill, and that people who are in shape were seen as more attractive.

Of course then there would be new ways to level the skill, perhaps a recreation option of swimming as others have suggested, caravanning also.