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Messages - BassMonroe

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1
Off-Topic / Re: Youtube popup ads?
« on: September 21, 2015, 11:39:24 AM »
Get AdBlock if you are using chrome, it will block all adverts :D

2
Off-Topic / Re: Count to 9000 before Tynan posts!
« on: September 18, 2015, 09:07:29 AM »
1604

3
Off-Topic / Re: Factorio
« on: September 18, 2015, 09:04:46 AM »
Yep, been playing Factorio and Rimworld from the start, both are amazing games :D

4
General Discussion / Re: AI sees trough walls
« on: August 04, 2015, 09:06:10 AM »
Maybe the raiders have a satellite that can cycle through temperature etc to see what is inside mountains or whether they are hollow - From a story side of things.

5
General Discussion / Re: so.... colonist...babies? (pawns?)
« on: July 10, 2015, 04:43:20 AM »
I hope the children can at least do some simple jobs.

Maybe could do all the jobs such as cleaning etc.

I'd quite like to see politics/colony government in Rimworld that gives us the option to be a freedom loving 'do what you want' colony or an authoritarian militarised colony (Everybody has to work even kids). Colonists that don't believe in your government would be more likely to go on a rampage etc.

6
General Discussion / Re: so.... colonist...babies? (pawns?)
« on: July 09, 2015, 04:30:55 AM »
Just a thought.. If colonists do reproduce, and then the colony gets raided and overrun, what would the raiders do to the mini-humans after all the adults are dead?

They'd make a nice little snack before the raiders move on to terrorise more colonies. ;)

7
General Discussion / Re: Self Destruct - Implementation Ideas?
« on: June 19, 2015, 06:01:00 AM »
I quite like the sound of having a final defence of C4, reminds me of the matrix abit when the humans seal the exits from the machines by destroying them.

+1 for User controlled explosives, would be good if we could link them all together using wireless technology or something that we would have to research. :D

8
General Discussion / Re: How do you fix a shattered pelvis??
« on: April 17, 2015, 05:54:08 AM »
It may be the end for your colonist, unless you wait for like 2 alpha's for pelvis replacements to be implemented ;)

9
General Discussion / Re: Ice Sheets Mod
« on: April 16, 2015, 05:21:33 AM »
Sounds like a challenge, I'll definitely be giving it a try :D

10
General Discussion / Ice Sheets Mod
« on: April 15, 2015, 05:56:45 AM »
Hi everyone, can somebody please tell me what the ice sheet mod is and what it does?
I noticed it is being implemented into alpha 11 (From changelog, Correct me if i am wrong)

Thanks :)

11
General Discussion / Re: Steam Keys
« on: March 27, 2015, 05:44:17 AM »
I bought the 40$ pack with my name included in the game. So far i'm not liking where the game is going, and i had ridiculous issues with the name in game portion of it. I'm not going to support this game any further. Not getting a steam key was also an issue for me. At the time i bought the game, the issue about steam keys was not very visible. I only found out after i bought it.

You should always read the FAQ's/Roadmaps before buying anything.

Also when you buy an alpha/beta game the developer always has his own plan, if you don't like where the game is going then thats not his problem (Unless everybody objects to the way the games going)  :)

12
Having a meltdown during a power cut because you're "In Darkness"

13
General Discussion / Re: Thanks Tynan
« on: January 23, 2015, 04:37:58 AM »
The good thing with Tynan is there is never any long periods of silence.

The changelog receives daily updates and he interacts with people on the forums.

If anybody played Town's you will know that the dev on that game disappeared for 4 months to then announce that he couldn't be bothered anymore. Also i've never seen a web forum quite like this one to be honest, everybody gets on well :)

14
Suggestions / Lightning Rod
« on: January 09, 2015, 06:07:06 AM »
Basically the cheapest type of way for creating power, Costs very little resources but can be created from the start.

The Lightning Rod would direct lighting bolts during a storm and then absorb the power to fill batteries. I think the power output would have to be quite high considering how often storms happen (Rimorld storms might be more electrical than earths). The Rod would be a 1x1 object so the more you build the more lightning strikes hit that point.

Might be a waste of an item to have in the game but share your opinions.  :)

15
Suggestions / Re: Alarm Bell and rallying point
« on: January 05, 2015, 09:36:00 AM »
How about some type of floor sensor pad which when triggered by enemy raiders causes the colonists to move towards that location and seek out base defences to cover behind.

Or having floor pads linked to an rally point location so that when triggered colonists move towards your set point. (Maybe each floor pad can have its own rally point so that you could automate your base defences without spending time planning what colonist goes where).

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