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Messages - re1wind

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1
Outdated / Re: [A16] TiberiumRim - It Comes From Space v1.1
« on: January 07, 2017, 04:25:15 PM »
I'm experiencing a strange bug, at least i hope it is one, where pawns with high quality protective masks and suits are getting tiberium infections. I'm assuming the protection is absolute because i haven't read anything suggesting partial protection based on apparel quality or deterioration. Could be that other apparel and/or implants are interfering with the tiberium protection.

Also, based on the large block of text below this, i strongly suggest changing the tiberium sickness to something that more closely follows the toxic buildup (because it not only is more accurate, but everything cnc3 changes is simply wrong): tiberium toxicity can build up in several in-game hours, but takes weeks to clear, with the protective suits significantly slowing down the rate of toxic buildup. I do not recall "tiberium radiation" ever being used, and the tiberium plant or crystals was actually toxic to terrestrial life, causing mutations and all kinds of not understood things.

Tiberium crystals: "yo earthlings, we're just going to terraform your planet and mutate the flora and fauna into something that suits something else much better while offering these (green) crystals rich in rare minerals and metals to hide that fact. Just ignore the fact that we're highly toxic, imagine the riches you could acquire from harvesting and spreading tiberium!"

Everything in the C&C universe after tiberian sun & its expansion firestorm is effectively[/url=https://en.wikipedia.org/wiki/Design_by_committee]designed by EA's corporate comittee[/url], and should hence be ignored.  For all intents and purposes, you could consider cnc3 a high-quality fan-made expansion that throws out most of the lore, mechanics, concepts, etc. in favour of things that are more likely to be accepted by everyone.

I'm not saying that cnc3 isn't fun as a form of entertainment, i'm saying that the reasoning, atmosphere, purpose, and intention of various aspects of the cnc universe took a nose-dive into the dark depthy realm of design by committee and ergo can, and should, be ignored.

2
Outdated / Re: [A15] Shift-Click
« on: November 22, 2016, 06:28:05 PM »
Yes! Finally someone who adds a shift click functionality.

3
General Discussion / Re: Tribes Vs. Colonies.
« on: October 14, 2016, 03:51:45 PM »
Hospitality. Makes tribals much more interesting and fun to play with.

Tribes have the benefit of not caring about comfort, space, etc. which is a double-edged blade as you can no longer use beauty/spacious areas to buff moods.

4
Outdated / Re: [A15] Better Pathfinding
« on: October 03, 2016, 04:02:45 PM »
I don't think it's a case of knowing/finding the "optimal path", but rather not doing stupid things like walking through a marsh or making large diversions that don't make any sense.

5
Ideas / Re: Your Cheapest Ideas
« on: August 27, 2016, 03:42:17 PM »
Manhunter packs should not make a beeline for the nearest human, instead loitering around the area, eating their normal foods, but the pack will attack humans on sight. Their behaviour when encountering walls and doors should depend on the animal's intelligence and physical size/strength. Elephants, muffallo, rhino, giant sloth, thrombo, and bears could attack nearby objects (walls, furniture, etc.) to where they last saw a human.

Dealing with a manhunter pack could also have some diplomatic effects, like improving your standing with all/most factions for taking out the threat. Might trigger some hostile tribals or pirates to come along and try to steal some of the corpses

6
That's just a bigger explosion. A cruise missile makes a bigger boom than an RPG.

7
Ideas / Re: How to bring the colonies out into the open again?
« on: August 26, 2016, 04:33:54 PM »
The highly scripted behaviour of certain events and enemies is what drives me to build a perimeter wall and build in mountains, mountains being particularly effective against siege mortar.

Enemy factions will send limitless meat/hardware to fight you throughout the game for no apparent gain other than an irrational hatred of you that can only be calmed by throwing silver at them.
1) Factions on a planet should send out scouts to your location, from their perspective they don't know that a player-led faction has magically started. The stance of the factions should be unknown until you encounter them and learn more about them.

2) Raids and hostile events need tweaking to make them more plausible and less "throw infinite people at the player colony in the hope of almost destroying it".
examples: Pirate raiders should attempt to intercept visitors and trade caravans. They should loiter around and kill animals in an attempt to screw you over, maybe set fires to burn you out, or just "siege" you by attacking any neutral factions that enter your area.
What about Tribute events where a sizeable force appears on the map and demands a tribute of value X, made up of anything you want to give. Diplomatic gift factor, social skills, your own military strength, and the quality of what you give should affect any future demands.

Manhunter packs: IMO they shouldn't pathfind to the nearest colonist as if they were a raid re-coloured as animals. Much like the alphabeaver event, when a manhunter pack enters the map, the animals will simply try to kill any humans on-sight, giving the option of staying out of range.

Psychic waves and animal insanity should also occur on trained animals, perhaps less often and with "dazed" or "confused" effects instead of directly trying to slaughter their masters.

Animals' behaviour should try to be more natural, more nuanced, less "permanent man-hunter mode when training failed" or "ignoring the humans shooting you for the past 10 minutes".

The high RNG during combat is less fun and balanced that it should be (because logically the same rng happens to enemies) but because the attackers frequently have more attackers than you have colonists, the RNG favours them. They also have the extremely unfair advantage of having limitless pawns and guns.

8
Mods / armour, shields, and other wearables for animals.
« on: August 23, 2016, 03:18:28 PM »
I haven't seen any of the animal or equipment/weapon mods have anything similar to craftable/wearable armour or cargo saddles, etc., does anyone know if it exists?

What i really want is the ability to put personal shields on animals so that they become even more resilient. Also to alleviate them getting hit by friendly fire so often, as micromanaging them for every raid or hostile incident becomes an impossible task and is really frustrating after the 2nd time.

9
Ideas / Re: Your Cheapest Ideas
« on: July 02, 2016, 11:20:14 AM »
Chocolate Milk:
Made on an electric stove with milk and chocolate. Gives 20%+ joy than regular chocolate.
Market value: $7.50

Bathing:
Colonists bathe in a body of water to gain comfort and a little bit of joy.

Chocolate milk...bathing...!
Colonists should be able to bathe in hot chocolate for that extra decadently posh and wasteful feel.

10
General Discussion / Re: Late Game Economy
« on: July 02, 2016, 10:46:09 AM »
Go for pure money crops, like cotton.
You won't use it unless you want it used, so it's a nice comodity to fall bacon.
Fall bacon? Hmmm...bacon in the autumn...

( "fall back on" is what you're probably trying to say)

11
Ideas / Re: Your Cheapest Ideas
« on: August 28, 2015, 10:17:17 AM »
cannibalism is simply the act of eating flesh of your same kind. the connotation that it also implies a barbaric, tribal, and bloody nature is a separate entity.

A person forced to resort to cannibalism to survive can't be compared to another person that, aside from eating the flesh of their victims, also enjoys torturing them.

Ergo, the cannibalism trait is misleading, but only because the pop-culture interpretation of cannibalism also implies enjoyment.  A pawn in rimworld that ate a human burger and got the negative thought is technically still a cannibal. a pawn that doesn't know he's eating a meal made with human flesh is also a cannibal. what kind of society/culture they came from will ultimately define how they react. Adding that kind of depth to rimworld is almost certainly not high on the priority list if it exists at all.

-----------------------

Various traits:

Vegetarian: Gains a minor +thought when eating raw non-meat food & non-meat simple meals. Gets very upset when eating anything with meat in it, neutral stance on rations. will eat lavish and fine meals as a 2nd-last resort. will eat meat as a last resort. 

Meat Eater: Gains +thoughts when eating food with meat in it. gains -thoughts when eating meals without meat in them. Eating raw meat has a reduced negative effect.

Asthmatic: dislikes dirt, loves cleanness. Looses breathing effectiveness after walking for a while, requiring regular rests. can get an asthma attack which can be alleviated with medicine.

12
Ideas / Re: What if apparel influenced comfort ?
« on: August 25, 2015, 02:58:52 PM »
I support this idea, but the wearing frayed apparel debuff needs some tweaking.

- Limited repair functionality where the item can be slowly repaired to 50-80% depending on item, skill, etc. chance for the item to be destroyed
- Pawns start to get attached to their clothes, and the frayed debuff looses effectiveness over time.
-pawns learn to maintain their own clothing. higher crafting and attachement increases the minimum state.
-I wouldn't want to wear unwashed pants ripped off of a dead raider no matter what the quality or state, unless there was literally no other option.

The "comfort" value of clothes would be dependent on the material, quality, and state, where various stuffed materials affect the final comfort value. muffalo hide may be a great insulator, but its not the most malleable or comfortable. synthread is fairly average, but it has the highest comfort multiplier. etc.

wearing leather pants, a kevlar helmet, a tortoise hide jacket, and chest armour isn't going to be comfortable no matter how you try to cut it, especially when trying to sleep while wearing all of that.

I'd also like to see the outfit section improved, at least with the ability to select various aspects as key, such as "best armour against sharp-type damage", "best heat tolerance", "best cold tolerance", "best social impact", "best clothes for moving fast", etc.  I always find it amusing when my colonists don't pick a duster and cowboy hat and subsequently get a heatstroke (from wearing muffalo gear).

13
Ideas / Re: Human walls and buildings
« on: August 25, 2015, 02:26:37 PM »
huh, the human flesh as a stuff may actually work in cold environments...

14
General Discussion / Re: how to deal with berserk and animal haters?
« on: August 25, 2015, 02:24:01 PM »

I make sure I assign my brawler psychopaths to some nice, easy light-duty... like growing. Nice fresh air, inside a nicely lit, well decorated hydroponic room, etc. and I pretty much disable them from anything that could cause a breakdown. I also make damn sure I equip my brawlers with melee weapons... that mood debuff for wielding a ranged weapon caused a ton of problems before I realized it was an issue.

I strongly doubt any colony/person has the time or resources to make a pretty hydroponics room while getting assaulted by extreme randy. Hydroponics isn't going to be a priority anyway unless you play in an extreme environment, like tundra. if anything, the brawler is going to be in combat as often as he's asleep/healing.

15
Ideas / Re: Your Cheapest Ideas
« on: August 25, 2015, 01:58:03 PM »
Volcanic eruption. 
A lengthy event where ash falls from the sky, slowing creatures and pawns. The ash can be swept aside much like snow and solar power is decreased. affects respiration, increased chance of wildfires, plants take a few points of damage per day.


Sandstorm. This is not Darude.
A short weather event that deposits significant amount of sand that slows movement and can incapacitate pawns, requiring rescue. Sand can be swept aside like snow, and easily gets through vents, creating a lot of cleaning work. increased chance of getting sick for a few days thereafter (diseases carried along with the dust & sand). only occurs when the colony is near a desert.

Using ranged weapons as impromptu melee weapons.
Ranged weapons can be used as impromptu melee weapons when a pawn is being attacked by a melee animal/raider. give ranged weapons visible information about the melee damage type, damage value, and attack speed. using ranged weapons in this way causes 2 to 5x the deterioration rate based on the average of the pawn's ranged and melee skills, the weapon quality, and the object being attacked (i.e. squirrel vs armoured raider vs rhino vs mechanoid slug)

Generalized Hungry creature event.
This is the beaver event but generalized to all the animals, variable size of creatures. snakes only attack small creatures, like squirrels, hares, etc. Large herbivores eat all vegetation. small herbivores except beavers eat non-tree plants. wargs eat small herbivores and occasionally large ones.


Generalized Manhunter creature event.
1 to 20 creatures of any variety arrive on the map and will attack humans on sight. In the rare case that a single manhunter hare arrives, give it a special name. ;)

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