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Messages - NexusTrimean

#1
Bugs / Re: crash: bright colours
November 13, 2013, 05:40:15 PM
Happening to me as well, on 2 different saves.
So far the game has not totally locked up. I was able to open the menu and hit the save button, then load the game. and the error cleared. If it happens again i will try to gather more info.

Im using a MacBook Pro (Laptop)
Mac OS 10.6.8
2.2 GHz Intel Core i7
AMD Radeon HD 6750M
#2
Ideas / Re: Your Cheapest Ideas
November 12, 2013, 06:58:20 PM
Concussion Grenades. Like Frag grenades, but instead of dealing damage they have a very high Chance to stun an enemy for a slightly extended period, and a low chance to incapacitate. Deal very little damage.
#3
Ideas / Re: On Cave Colonies / Building Underground
November 12, 2013, 06:55:51 PM
At the moment water isn't simulated, and neither is air, but any people smart enough to travel the stars surely has enough sense to manage air flow in a mineshaft.

I dont know that the game will get to Level of Resource Tracking. But as it stands there isnt a lot that can be done to change the benefits of a mine base. There has been some discussion of rock types affecting mining speed and the amount of material removed before a cave in. but all of these are complex solutions to an arguably equally as complex problem. You can take them quite far, but it sounds like much of this will be beyond the scope of rimworld.

Edit: For the spans of time we are looking at most of my colonists seem to go outside at least once a day. In the future you could also add requiremnts to cetrain constructions, that they must be built outside, though i hate this sort of artificial limting. "Dammit, i want to be able to smelt Iron in my mine."
#4
Ideas / Re: On Cave Colonies / Building Underground
November 12, 2013, 06:35:17 PM
Yes There are few housing structures that are below ground. but there are still several. The US maintains fallout shelters that can house small populations for months.

In terms of game mechanics the biggest problem i see is that mining is much too fast.  It should take a large ammount time to hollow out a spot of enough size to support a colony. This needs to be enough to offset the safety Such a structure provides.

wall outside quick but subject to attack, and weather and possible explosions. While the rock isnt. but it takes a long time to get a sizeable enough space.
#5
Ideas / Re: On Cave Colonies / Building Underground
November 12, 2013, 06:18:27 PM
http://en.wikipedia.org/wiki/Underground_city

There are a few more than 2. Humans and our ancestors have been living in caves and dugouts for centuries. The egyptians built the pyramids, which had there own ventilation systems to keep the workers from suffocating. Its not as far fetched as most people imagine. if i were stranded on a strange world I'd happily live in a cave. If i had a pneumatic jackhammer id certainly want to make it bigger.
#6
Ideas / Re: On Cave Colonies / Building Underground
November 12, 2013, 06:04:42 PM
QuoteI like the Dwarf Fortress feel of mining everything out, but we're not Dwarves, and there are a number of reasons why humans have never built underground.
http://gizmodo.com/inside-the-intriguing-ancient-underground-city-of-derin-1382324256
http://www.huffingtonpost.com/2010/02/09/living-underground-coober_n_449185.html
People have built entire cities under the earth.
#7
General Discussion / Re: Raiders, highest number?
November 12, 2013, 05:55:52 PM
Largest Group i have seen was over 80.  I Killed around 70 of them with a well placed set of blasting charges.
#8
Ideas / Re: Got an idea for a Storyteller incident?
November 12, 2013, 04:11:23 PM
From the underground bases topic.

Make Earthquakes an event similar to an eclipse, but able to trigger small Collapses (ranging in size from 2x2 to the same as a blast from a mining charge) in previously stable underground areas. Make it random throughout so that a small undergound base may get by unscathed, but a larger or more spread out bases will likely take more hits. This Idea empowers the player, Giving them the  choice to evacuate, or risk staying.

"The Moon has reached perihelion*, seismic activity will increase for the next 24 Hours"

*I Believe Perihelion is the correct term, it would occur when the moon is directly between the gas giant and the parent start, where Gravometric forces would be in greatest opposition as the two bodies try to tear the moon apart.
#9
Video / Re: Stuff+ Rimworld (Let's Play)
November 12, 2013, 02:44:37 PM
I loved your Prison Architect series I'm happy to see you playing RimWorld as well. The first episodes have been great!
#10
Ideas / Re: Penalty for underground base
November 12, 2013, 02:40:29 PM
It always amuses me that people are so dead set against cave dwelling, even though our ancestors did it quite successfully for millennia. Caves are naturally better that an above ground dwelling in a number of ways. They offer natural defenses. Generally in the form of a single or a few entrances.
They offer great thermal regulation. Rock is a good insulator, caves tend to stay within a fairly narrow temperature range, in both the summer and the winter. Making them Great for Locations with Large Temperature swings. Rock is for most purposes inflammable. Meaning your cave will not catch on fire. though the things inside it can.

In the ancient past we had, in general to limit our scope to natural caves, or those dug out of soft rock. this limits the scope somewhat. Modern mining Techniques allow for a much wider variety of rock that can be carved out for living space. However you still need a good understanding of geology to do this safely. you have to avoid cracks and fault lines where the rock may fail and ensure that you have enough support to maintain your roof.

Ventilation is another primary problem. Carbon dioxide is poisonous to humans and your cave must be designed to allow the gas to easily escape. In ancient times this was accomplished though ventilation shafts in the rock. In modern times we can use fans and pumps to circulate breathable air.

The Question is how do we turn these drawbacks into fun gameplay mechanics? I think tunneling should be much slower, and earthquakes are not a horrible idea, but we need a way for them to be less lethal than the current cave in mechanic.

Having to tunnel in to save your worker is okay, but having the game decide to randomly kill one or more of them is not a fun mechanic.
You could make it an event like the solar Flare. "The moon is reaching the point between the gas giant and its parent star, siesmic activity is likely to be increase for the next 24 hours"
and make it so that there is a chance that you might have one or more cave in's. Let the player decide to take the risk or not. Making a potentially lethal mechanic much more manageable, and putting power back in the player's hand.
#11
Ideas / Re: Serious Sammy
November 12, 2013, 01:24:27 PM
My game already does this. I get a raider attack once a day, and 1-2 trading vessels between. Just enough time to rebuild and rearm.
#12
Ideas / Re: The many-guns problem
November 12, 2013, 12:32:32 PM
A visual Aid for those not familar with gun problem.

There are well over 300 weapons on the ground outside my base.

Raids are averaging 60-80 raiders. Each Trade ship can only buy 30-40 guns if i prioritize pistols and low end guns.  Thus, most of the guns are left where they drop, I simply do not have the space to store them. the only ones i pick up now are those in the way of building. There are enough dropped over my minefield that my stock never gets low even when I am actively avoiding picking up weapons.

A nice feature would be allowing guns to stack in the racks, say sets of 5? that reduces the space requirement quite a bit. Also Please please allow us to sort the buy/sell guns tab by either name or price. it doesn't matter which.  It takes 10 minutes to go through and sell just the pistols and such. I spend more time  sorting through the guns for sale than playing the actual game.