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Messages - Fishirboy

#1
General Discussion / Re: Alpha 13
September 30, 2015, 10:50:42 PM
The guy got on my post about the speed of the game. https://ludeon.com/forums/index.php?topic=16161.msg172569#msg172569

Quote from: Tynan on September 18, 2015, 09:49:42 AM
We're actually already doubling the day length (ticks per day) for the next alpha.


He said that there doubling the tick timer. So that sounds good.
#2
Ideas / Should the game take longer?
September 16, 2015, 11:10:56 AM
I have been thinking about how this game kind of cuts corners when it comes to time and work that is done. Here is my opinion, hour cycle is to short and should be stretched to add minutes in a day.

Now I know that this statement is something I talked about before and people said that the time amount per day was fine but I have been working on a project to give credit to my opinion, slower is better.

Couple points to mention to help with understanding what I mean by needed to be extended.

-When I say time needs to be slowed I mean that the player movement should stay the same and the world around them should age slower(But staying the same hours wise).
-Hunger and thirst should be extended. Pawns should be able to go a whole day without touching food or water (maybe even two days for food) before the effects of starvation kick in.
-Pawns should be taking more steps per hour than what they are at currently. The amount of steps (spaces) the pawns take are somewhat short and it feels like they're all just fat and walk slow at normal speeds.
-Construction and other work will then take longer. (Would love more upgrades to stations to make them go faster) This will make it harder to just wall off invades who go into a kill box, (could add a quick build object like a barricade that could be constructed in 8mins.
-Giving more time to the player makes the schedule system extremely more relevant. Right now I personally never touch the schedules unless it's for a night owl.
-Gives colonists more time to plant and tend to small tasks. Right now with the current build I could not give any time to cleaning or other small tasks without wasting a whole 4 hours of the day. Now with the extended time I can set up a scheduled that will get the cleaning done and have plenty of time left over for more important matters.
-Makes other small side tasks like food and hospital care less of a time waster.

(I do have an issue with size of the map relative to the pawn size, since an average human is around 5 to 7ft I would assume that is the size of each tile. But the issue is that it takes a whole hour to walk not even half a mile confuses me so I would then say that the pawn size is just proportional to a 20 ft tile size or something of like that. Even then a pawn should be able to walk 3 to 4 miles in an hour)

The issue I have with time versus movement is that the size of map and pawn distance per hour is extremely retarded.

I would like others opinions on this subject.

Also I am not completely done getting all the information to support my claim and will show my conclusion after completing the entirety of my research.

Side Note * I would love to see the speed of the pawns in 5 times speed if the game was slower than 5 times speed would be sure to make it look like a colony of ants.
#3
Bugs / Did I do something wrong?
August 30, 2015, 04:54:32 PM
#4
General Discussion / Manhunter animles
August 27, 2015, 03:27:48 PM
Do man hunter animals go away if I wait?
#5
General Discussion / Feeling limited with priorities
August 27, 2015, 02:53:54 PM
Messing around with priorities are excellent but there is more that could be added as in moving the tasks around. and giving the player more levels of priority. Level 1-4 is not very much for me.

Let me give an example:


I want hunting to be further back and make hauling come forward. Or I would like to make smith through craft decrease in priority but I still want hauling to be a higher priority. I know there is no way at the moment to do this but would it not me simple to give me 9 levels vs only 4?


Edit: 3:10 8/27/15

Also could there be a grouping mechanic were they have there own scheduled and priority list? (Referring back to Dwarf Fortress)
#6
General Discussion / Re: The mechanics OF PAIN!
January 27, 2015, 02:11:44 PM
If is the mode of the individual should increase and make it much harder to break the threshold (which at the moment most if not all colonists are complete crybabies and will just give up after the smallest amount of dead bodies). Maybe even have some have the opposite affect and lower their mode if they must drink it or are already depressed because someone close to them just died and there not contemplating death and the alcohol is the final helping hand to a suicide rampage.


I would believe that the colonist should feel the pain to a less extent after taking the drink even though in real life it would only last until they took about 50 steps because 3 hours would have gone by then.

*Also quick side note, is our community mentally unstable? Do we all fantasize over how to make things die in game and the worst way to have your own colonists die.

#7
General Discussion / Re: Traps
January 20, 2015, 02:19:40 PM
The issue with this concept is that the raiders would then need to be coded to notice these things and react appropriately. At this point in time raiders are dumb and will run into them. What will need to happen is a overhaul of the AI when pathing around things like fires and about to explode turrets, also the player and raiders should not have full sight over the entire map and should be left unaware of some things IE traps and explosives. That would leave a level of depth were if a raider party was to be completely wiped without any getting away no information of the area would be leaked. This is a completely separate topic that I may give up to suggestion but I would over all say that traps would be op against the current AI and until that changes traps may need to be left out.
#8
Quote from: milon on January 20, 2015, 06:58:16 AM
'Breeding' is a term that applies to animals, not people.  I'm in favor of being able to breed animals.  I don't really care about people having babies - as you said, the time frame really doesn't make sense.

Even though at the end of the day humans are animals. ;)
#9
I do love the way Rim World looks. Its a great way to expand on the environmental survival that is quite empty. The way the game is set up at the moment makes it a different beast entirely. Distancing Rim World from DF(Dwarf Fortress) it is truly a great game that I hope keeps adding and expanding to be just as big as DF. But I have an issue, where a limit is reached for the amount of units that can be on screen at one time. This makes a time limit for me to keep playing until the value of my base rises to high and there is too many units on screen.

The one big turn off for people that play DF is the style it is portrayed at, yet is its biggest advantages. The game does not need to render many different images and can have hundreds of units in game without slowing down the game to dramatically. Would there ever be a way to lower the quality of the games environment to the minimal? I would love this option to so I can keep playing much longer.

(If lowering the quality of the sprites on screen does not help, disregard this post as if it was blank  :P )
#10
General Discussion / Re: Call for testers
December 04, 2014, 10:59:57 PM
I am fine with giving feedback about bugs or other problems that may come up in this new release. I have a lot of free time and would be glad to do some helping.
#11
General Discussion / Re: montain Roofs, no roofs.
November 29, 2014, 08:15:20 PM
I have this whole section of mountain that I have fully minded out, it has no surrounding connections with a mountain and all that is keeping it up is some stone walls. I have tried to get rid of it but as people say, its impossible. I personally would like there to be a z axis so that it feels more realistic and shows how much more you must mine out but that is my Dwarf Fortress side speaking.   :-\

It would be interesting for someone to make a z level mod. Where the npcs can jump off of walls but have a extremely small chance of injury. the higher the more likely. the more starved the higher they will jump. also they would have to have pathing to jump down to a closer z level until there at that z level. There could also be ladders that could be used for construction since were already able to build a god damn space ship why not a ladder?
#12
Then how do I get rid of the prisoners? (In a humane way) I would rather not deconstructed them and sell their organs. So there is no way to get rid of them without killing them?  ???
#13
General Discussion / Game Preformance
November 24, 2014, 09:56:12 PM
 I have grown my colony to contain around 40 units. My computer can not handle that pressure it seems because I can no longer run it on three times speed. The graphics have been lowered to the lowest state possible and yet the frame rate lags behind when confronted with this task even at two speed. My computer is only some what capable of handling this, is there some way that the performance can be optimised. If not the colony must be forgotten and the people left in a frozen state of movement until the computer can be upgraded or the game runs smoothly with such a large amount doing many different tasks. Is there a way to keep playing?
#14
Same thing for me but with only slave trades.
#15
General Discussion / Re: RayLin 2.0
November 21, 2014, 08:43:48 AM
Quote from: Shinzy on November 21, 2014, 07:09:29 AM
I'ts quite "cold and gloomy" in the not very homey kind of sense you know! =P
But I like it! the aesthetic is right

and I love the boardwalks especially!


Ya I know it is kind of. I did not have a very good way to make it look nice because of the lack of wood I produce or you know, pirates... So I needed to put everything close together to make it all work since the day time is kind of too short I feel.