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Messages - AspenShadow

#1
General Discussion / Re: Ambrosia
June 01, 2017, 05:53:58 PM
Hehe, actually I came up with that name. I talked a lot with Tynan about what my special Backer Tier reward would be and I decided on the Ambrosia fruit.

And yes, while I do like Deus Ex I'd forgotten about their 'Ambrosia', it is indeed named after the Greek food of the gods.
#2
Creative Rewards / Re: Creative rewards system test
November 13, 2013, 06:20:22 PM
Quote from: n69ky on November 13, 2013, 04:28:58 PM
Hi there, I'm eager to test this. however i haven't gotten the activation e-mail in ~10 minutes. I guess it takes the system a little longer to check everything in your huge backers list and set everything up :)

edit: got it. 50min waiting time for me (just as a heads up for everyone) ^^

Really? I got mine in like 5 seconds, maybe it's the server being overloaded with requests.
#3
Creative Rewards / Re: Creative rewards system test
November 13, 2013, 12:57:12 PM
 :D  Glad to see you around again Not-Bruce, I thought you'd die pulling the Creative Rewards System together on such a short timescale.

Can I get clarification on a few things?

1. What is the "Civil" spawn type?

2. What is the "Scary" work disable?

3. Are Pirate King tiered characters automatically registered? (As there isn't an option for that)
^^ Tynan has confirmed it is automatic. No worries.

So far the system works fine for me :)
#4
I've been keeping my activity in these forums minimal for quite a while now simply for the reason that at this stage in development everything we can suggest, has been suggested and the things that haven't are too complex or could only be added at a much later date.

Yes, the problem with raiders atm is primarily focused around Rimworld becoming a tower-defence and that is down to the fact the AI hasn't been fully-built yet, it's a basic design similar to TD-Enemies to test the combat system works, not to test the player's ingenuity.

And I've always been pushing for more diverse threats than the raiders in the Alpha or people will misinterpret this game as a "Do the best you can under waves of enemies" game, when Tynan specified this game would have a survival element he did not mean survive against regular waves of enemies, but against the environment and against your own colony's psyche.

But yet again at this point the dilemma cannot be solved. It simply requires patience until the game has become a lot more developed and I'm starting to become worried that the forum getting bogged down with so much chatter and debate and suggestions for tweaking the Pre-Alpha is going to encourage Tynan to spend less time adding content and more time modifying existing content simply to ensure the Pre-Alpha doesn't drive people away with it's bugginess.

The game looks good for a Pre-Alpha and I think that's thrown people a little. It's been a boon, yes, but it's also given people greater expectations of functionality than is sensible.
This is still a skeleton game, Tynan has simply stretched a functional "skin" over the frame to release a demo that wouldn't make people think the opposite way and consider Rimworld's eventual completion a distant point on the horizon.
#5
Ideas / Re: Power Smarts / Light switches
November 13, 2013, 12:33:43 PM
Perhaps a UI grouping system? Wherein you can save certain sets of toggle-able objects to all be selected at once?

This sort of on-off micromanaging with the power has been discussed before and it's going to be one of the major challenges for Tynan to resolve without attributing it Colonist AI as suggested here. There could later be an upgrade so that lights in disused rooms turn off automatically and lights in rooms with a currently-used bed dim when the colonist sleeps, but that wouldn't be necessary early on in the game with a smaller base and some players might rebel against having their power handled in any small part by an AI that isn't 100% yet.
#6
Ideas / Re: New Dumping Area Option
November 11, 2013, 11:37:19 AM
Quote from: ShadowDragon8685 on November 11, 2013, 09:33:45 AM
I just stick dead critters in my deathroad graves. When they go off to evaporate a line of raiders faster than a medium-priced prostitute evaporates a line of cocaine off the breasts of another prostitute of similar price point, they detonate the contents of the graves, both critter and the previous run of raiders alike.

*Long-Suffering Sigh* I appreciate the exaggerated joke, but please watch your language.
#7
Ideas / Re: Silly Ideas
November 11, 2013, 11:31:34 AM
Liking the idea. So far the possible storyteller events suggested have been far too sane for my interest, the shy lamp concept is deeply amusing and while I'm always wary of mixing Classic Supernatural and Sci-Fi a poltergeist-esque effect would be very nice. I'd probably draw my limit not long after having to strap an oaf to the bed and get a researcher to exorcise him.
#8
Bugs / Re: [Bug][v0.254b] Power connection
November 11, 2013, 11:24:15 AM
Thanks for pointing this out Kender, I've moved it from Suggestions to the Bugs page as this is definitely a bug and not a feature as might have been the confusion.
#9
General Discussion / Re: Plot hole
November 11, 2013, 11:16:27 AM
Quote from: Kender on November 11, 2013, 03:31:34 AM
This plot hole has been addressed in previous thread.
Please refer to the following topics:
http://ludeon.com/forums/index.php?topic=868.0
http://ludeon.com/forums/index.php?topic=261.0

Thank you for doing my job for me on this one Ken  :P

Locking thread as topic has already been established elsewhere.
#10
Quote from: Galileus on November 11, 2013, 11:05:29 AM
I do get confrontational easily, ey? True enough. I do have a lot to say, and when someone cuts it short... well, old habits die hard, you have to get down in tears and blood on some of these forums to get your message across. Than again, here it's way out of the line, I will give you that. Will do my best to adapt or get banned trying, sir!

You're hard to dislike, you know that lol? You're unlikely to get banned as there are worse offenders than yourself and I wasn't fluffing up the reprimand by saying you have valid points; I read through every comment you've made here before passing judgement.

It's just at the moment we're trying to be less cut-and-dry with proposed ideas, no outright refusals and no definite approvals. It gives the author time to see their own errors and evolve, or simply expand their initial suggestion into new directions.
#11
Quote from: Galileus on November 10, 2013, 04:24:41 PM
Your logic is flawed.

...Also, this is hypocrisy on the highest level...
Quote from: Galileus on November 11, 2013, 06:15:44 AM
Like IMHO that? IMHO because if that's IMHO what you IMHO expect me IMHO to do, then how about NO.

I simply fail to see your point? You want me to spew "IMHO" every minute? You want me to never ever speak of majorities because someone can be minority? Will you react the same if I say you that most of planet Earth surface is water - will you accuse me of lying, because you don't live on water? I fail to capture why would you even propose a censorship only, because you may think differently. Well... I do have few ideas, but I'm far too much of a nice guy to believe you would have such low drives about you. You wouldn't, would you?

Alright I'm putting a stop to things here, this is getting ridiculous.

Galileus while I fully respect you have some valid statements; even if they are phrased sweepingly, PLEASE stop being so confrontational on the forums. Both here with mumble and on other occasions I can point to (notably ShadowDragon8685).

You have good thoughts -just like everybody else- and are encouraged to express them here, but please refrain from criticising others' ideas & opinions unless it is constructive and clearly friendly in tone.
#12
Quote from: litlbear on November 08, 2013, 12:15:24 PM
im new to this whole thing.  willow, where do i download the new version, and will i lose my base?

The new versions should be updated on SendOwl as they're cleared for release, atm 253c is in testing and, to my knowledge, can only be accessed by members of the DevTeam. The fix should be updated on SendOwl soon if it hasn't been already.

And sadly yes. Unfortunately at the moment when Rimworld is updated; because it's so early in the Alpha stage, you can't return to a save from the previous versions. You would have to build a new base  :(

I commiserate with the serious city-builders and reiterate that backers must realise this is a VERY EARLY work in progress and the fact that it's as functional as it is already is only because of Tynan's work ethic.
#13
General Discussion / Re: Why don't they just... escape?
November 08, 2013, 02:02:21 PM
Quote from: maxthebeast11 on November 08, 2013, 01:43:35 PM
Every time that a trade ship comes around, our colonist survivors have the opportunity to escape the dangerous planet that they have been stranded on and return to their past lives and families. Obviously a crashed civilian ship would create some buzz, and the company responsible for the ship would be interested in salvaging the remains to find out what caused it's failure. I'm confused as to why the colonists don't take the opportunity to hop aboard the next vessel that comes along, and insist on staying stranded on a hostile alien world.

As far as the company responsible for the ship trying to salvage its remains... The game is set on a Rimworld, a planet in the cold Outer Rim of the galaxy where special drift and the expanding universe has caused the distance between solar systems to increase more and more the further you travel. It's a harsh, largely uninhabitable wasteland. Any company wouldn't waste a large amount of money and the possibility for a second crash simply on trying to recover what scraps of metal they can, they'd be better served mining an asteroid.

Also the ship we crash on is not so specific. It's not a civilian ship and it's certainly not a paid-for chartered course run by a company, it could be any number of things but the nearest empire wouldn't send ships into The Drift commercially. The fuel prices alone would be too high.

This problem with escaping is nothing new to be honest lol, we've been trying to design a logical work-around for it since the game's inception.
It's discussed here, please try and keep to that thread with future conversations on the matter. I get that it's not clearly labelled however.
#14
General Discussion / Re: Add more "Security" buildings!
November 08, 2013, 01:50:20 PM
Quote from: thekillergreece on November 08, 2013, 10:54:12 AM
Already done, about more turret type and none of them took feedback..None...

Simply because Tynan himself has not had time to review your ideas does not mean the Dev Team isn't taking feedback. Reviewing said topic in the Suggestions forum it appears that your initial comments were dealt with and then swept away under a new conversational path, this was NOT meant to give the impression we didn't take your thoughts on board and the DevTeam are actively suffering to ensure we don't stonewall creativity and backer-input.

You have the ability to post any and all ideas you wish on the forums (indeed moderators are suffering to make sure you keep this right), but that does not mean every idea will be (or even can be, due to feasibility constraints) added to the developing game plans.

I believe this thread's purpose has been fulfilled through the discourse above and the remaining conversational path has jumped into the Suggestions forum.

Locking it down.
#15
Creative Rewards / Re: i need help with my backstory
November 08, 2013, 01:33:16 PM
While we're on a similar note I could use some advice on my current PK backstory:

   Childhood:
"Fallen Prodigy" â€" He was born on a world approaching Glitter-status before it inexorably fell into chaos. After his father was killed in the ensuing global war, he had to struggle to earn a scholarship in the best academy planet-side and had to continue to prove his right to be there with his keen intellect. The child genius was seen as a charity case by the older students and couldn’t connect with those his own age, as a result he had a lonely abusive childhood and his skill in 'making friends' was lacklustre.

Adulthood:
"Mad Scientist" â€" After his highly unethical experiments on the survivors of the Callos IX Incident were published, he was stripped of his life’s work and exiled to the Outer Rim. There the mastermind quickly picked up the skills necessary to survive in this harsher life while continuing his dangerous work with nothing left to lose. He grew accustomed to his loyal minions carrying out the laborious tasks he had no patience for.

Needless to say 50 words is coming rather difficultly at the moment.