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Messages - LoneTophat

#1
Quote from: ShadowDragon8685 on November 15, 2013, 03:47:15 AM
Quote from: LoneTophat on November 15, 2013, 02:30:26 AMWhat the fuck did I just read...

Two pages of in-character diary/log/journal explaining the crazy shit that happens in RimWorld? I'd have thought that was rather obvious.
It's a mess, is what it is. You make my author's heart weep. It's so vulgar, and not in a colorful way p.p
#2
What the fuck did I just read...
#3
Ideas / Re: Enemies: Suggestion & Discussion Thread
November 14, 2013, 09:48:11 PM
Great ideas guys, my fav one so far is the Giant Eagle because it reminds me of Dwarf Fortress. Many dwarves were lost to the might Giant Eagle ;-; Also, it may worth noting that it's an alien planet, so perhaps a fictional bird of prey would be a better option. Look at muffalo's for example, although the game does have squirrels... Hm... It's up to Tynan, I don't know what he's looking for with the setting's 'theme'. Maybe he could clear up what's acceptable as enemies and not :P
#4
Ideas / Re: Enemies: Suggestion & Discussion Thread
November 14, 2013, 06:47:13 PM
These are some pretty good ideas, I see no one used my format that I worked so hard on though ;-;
#5
Ideas / Re: Enemies: Suggestion & Discussion Thread
November 14, 2013, 09:58:45 AM
Quote from: mumblemumble on November 12, 2013, 06:27:10 AM
I think some sort of creature which directly interacted with light would be nice, either being attracted, or repulsed by them.
Any specific suggestions?
#6
Bugs / Re: [W]2.54.Ver] Refusing To Bury Raiders
November 14, 2013, 12:21:36 AM
Quote from: Lechai on November 13, 2013, 10:10:26 PM
All those graves in the image are already filled with bodies, either empty them with nades/molotovs or make more, they cost nothing, so make more
My god. I killed so many...
Thanks for the help. xD
#7
Bugs / [W]2.54.Ver] Refusing To Bury Raiders
November 13, 2013, 09:56:09 PM
So I've been playing for awhile, and I've noticed a serious issue in my game. I've unforbidden (and forbidden) the raider corpses several times now, as well as built plenty of graves, and yet my dwarv- colonists refuse to bury the dead raiders. They have no problem burying other fallen colonists, and I've made sure to check the graves so they allow "strangers" to be buried there. So after much troubleshooting, I've come here for some help. The entrance of my base is now cluttered with dead bodies, making colonists overly stressed out and near mental breakdown every time they leave or re-enter the base. Obviously this is a little annoying, having the constant threat of a tantrum spiral due to corpses I can't have buried. Here's a screen capture of my current game status:
#8
Ideas / Re: Enemies: Suggestion & Discussion Thread
November 12, 2013, 02:12:14 AM
Quote from: Joedoe1025 on November 12, 2013, 12:35:19 AM
Not a bad suggestion but i suggest a few nerfs just cause this guy could easily kill off the ENTIRE colony. Removing invisibility and a damage reduction would do the trick
Oh! I forgot to add the big limitation for him. The point was that once your colony became super successful (20+ population, 1000+ resources, etc) then he'd come. Thanks for the pointers though. Got any suggestions of your own?
#9
Ideas / Enemies: Suggestion & Discussion Thread
November 12, 2013, 12:32:01 AM
This thread is to suggest and discuss new enemies, classes of enemies, etc. I think we're all getting a little tired of the conventional pirate/raider wielding traditional firearms (besides incendiary). Let's brainstorm as a community, in an organized fashion. Here's a good example format for anyone interested:
Name: Lone Gunman (Randomized Name, as per Raiders)
Type: Infantry, Sniper
Weapon(s): M107 Barrett Sniper Rifle
Stats: Damage: 75
Range: 65
Accuracy: 10
Single-shot
Handling: Very Slow
Usual price (if marketable): $2250 (modified by trade)
Weapon Description: Ancient military grade anti-material rifle, powerful enough to shoot through steel.
Description: He's heard of your colony's exploits, and has come to extract a price for your success. The Lone Gunman spawns onto the map as per other wanderers, and assumes a stationary position in cover near your base where he picks off human targets closest to him. He will not move once he has assumed his position. He'll only attack if the colony has more than 20 resident colonists, and 1000+ resources (total food+metal).
Special Abilities: Cloaks invisibly once chosen stationary position has been assumed, and stays cloaked unless he fires (stays visible for a few seconds), or is engaged directly in combat.

I'd really love to hear all your ideas, hopefully you can be more creative than me!
#10
Stories / Re: Oh, the colony of survival.
October 05, 2013, 10:37:41 PM
How do you download the game and play it? o_o
I backed the game and it says I get the alpha build in November. x_x
#11
Ideas / Re: Concerns and Suggestions
October 05, 2013, 10:28:13 PM
I can echo one of the serious worries I have that this guy also has. British immediately said the game won't be as complicated as DF on release, but DF still hasn't been released. I think this type of game would benefit from a DF-like approach when it concerns development, but obviously he won't be investing the next twenty years into refining this game (sadly). Dedication/Obsession like Tarn Adams has is hard to come by in the gaming industry, and elsewhere for that matter (I personally blame the eccentricities of mathematicians). I hope Ty doesn't just dump this game out on release like so many other indie titles, and call it 'feature complete' and 'polished' when it's obviously not. We'll see how it goes, game development takes a long time, and it may be completely different come Open Beta.
#12
Video / Re: Quill18's Let's Try Video
October 05, 2013, 06:01:00 AM
Quote from: Ludde on October 05, 2013, 05:48:17 AM
I just pledged as well, thanks to quill for making a video about the game! I've been waiting a long time for a game that combines all my favorite genres.

Me myself I tried Dwarf Fortress a while ago, but I guess I was too lazy (even with the lazy noob pack) to learn it properly. This game really seem to get it all right, and it makes me so excited!

I'm looking forward to the pre-alpha! ;)
Not to go off-topic, but Dwarf Fortress can be very difficult for people to get into due to the notoriously unintuitive UI and tile-based graphics. It has a depth and complexity that blows every other game out of the water though, and that's why it has a small but very enthusiastic community. I think the developer's point of inspiration is that complexity and depth, and perhaps also the game's ability to create unique storylines from 'random' events.
#13
You've said this universe is much like the western space opera (it's a real genre I swear!) Firefly. Does that mean no Faster-Than-Light drives or sentient aliens? I loved Firefly, but one of the biggest drawbacks for me was the fact that there were only humans, and it just took the diversity right out of space travel.
#14
Video / Quill18's Let's Try Video
October 05, 2013, 05:05:07 AM
Thought I'd let you all know about the video that brought me to your forums, and made me pledge my financial support (no matter how meager 29 USD (30 CAD) is :P). Quill18's a favorite of mine, showcasing lots of indie titles including Dwarf Fortress (a major inspiration for this game, and a personal obsession of mine). It seems the game's creator has also commented on the video, saying he's fixed the bug that Quill noticed. :P
http://www.youtube.com/watch?v=iBp-kl7xL-4
Enjoy.