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Messages - Somz

Pages: [1] 2 3 ... 13
1
Ideas / Re: Protesting about name in game!
« on: September 11, 2014, 05:11:50 AM »
I DEMAND you stop speaking in my name. Thanks, much appreciated.

2
Ideas / Re: Colonists Automatically Upgrade Gear.
« on: September 11, 2014, 05:03:13 AM »

You have a good point Somz that sometimes it would be ambiguous what the "best" weapon choice is.  I don't think it's clear that M24's are better than M16's.  Still I think that that could be taken into account.  I see no reason for instance that a colonist with a pistol or no weapon should not pick up that M24, and colonists with nothing but Tshirts should always pick up armor.  For weapons there could be a threshold of "betterness" required for a colonist to change weapons.  Also there could be a way to lock weapons on a colonist so that they wouldn't change weapons.

Hm... You might be right. Maybe the lock would work.
If it would be locked by default, that is.
But a simple T-shirt (or duster, because it's way cooler) is useful, believe me. I always chase down the few remaining wounded raiders, trying to melee them for it is easier to incap them this way than shooting them.
And again, my party with M-24s/Lee Enfields isn't equipped by heavy armors either for mobility.
Armor slowing them down for example while trying to kite a dozen of Centipedes just ain't cool.

Besides, I really don't know (still, I don't think) that pawns with 0 shooting skill could handle a M-24 efficiently. Them picking M-24s up would be a waste in my opinion.

3
Off-Topic / Re: For All The Anime Lovers
« on: September 10, 2014, 11:38:32 AM »
FT is kinda...meh...nope. =|

I really liked Cowboy Bebop,
Trigun,
Darker Than Black,
Steins;Gate,
Elfen Lied (brutal, not exactly recommended),
Jormungand,
Mushishi, (episodic, most people find it "boring" for its slower pace)
Mononoke, (also kinda brutal on a whole different level)
SAO too, at least the first part,
Last Exile,
I've started watching One Piece 10 years ago, not feeling like stopping now, besides, it's my only once-in-a-week mind-flay,
Full Metal Alchemist (don't remember which one, maybe both) was good as well,
Angel Beats was kinda...not bad, even though it made absolutely no sense at all. None. Won't start a discussion about it, if you know what I mean it's good for you, if you don't, pay more attention next time.
Also there's Ghost in The Shell,
Psycho Pass,
Space Brothers was enjoyable as well,
and that's pretty much I could come up with now.
Most of these worth a shot in my opinion.


E.: I've remembered one I shouldn't have forgotten, Great Teacher Onizuka -one about a..."mentally handicapped" ex-gangster hated by most, getting the worst class of delinquents -it's a comedy.
Of course it's an anime, so it's sometimes so deep you'll need a ladder to get out of it, but I for one fell off my chair quite a few times laughing. I would strongly recommend it.

4
Off-Topic / Re: Favorite Alcohol
« on: September 10, 2014, 11:20:08 AM »
Nothing fancy. Recently I've taken a liking in Paulaner. I can't stand strong alcoholic beverages, I've drank all kinds, most didn't feel comfortable living in Belly-Bottom and moved out, I've grown to dislike most, so I'm sticking with beers. Real ones.

By the way, Paulaner is a German brewery from Munich, I could only recommend it -thought strangely enough, it tastes differently in countries.

5
Off-Topic / Re: whats the story behind your username
« on: September 10, 2014, 11:08:16 AM »
Soma, nickname Somzer, Somz for short. Don't ask why.
Though I have two more, of which one is the result of the intense headbanging of my keyboard (Zuferavfehysagrejih, max char number). I've invented this method to solve the problem of already taken names, but usually prefer not to use it since it's kinda long.
And "Cyst" because... In short I'm an irritating tumor on people's backs in games. Camper, engineer, healer, for some reason I stick to the "useful and annoying" roles in games, so people are either with me, or hate me.

And because it sounds too cool.

6
Ideas / Re: Carrying multiple items
« on: September 09, 2014, 05:49:59 AM »
Currently cleaning up after battles can take days

Which is pretty realistic by the way, I don't think 4-8 person could haul hundreds of corpses in a single day, which can be shorter on that planet for all we know.

Also I have no opinion on the matter, I've never had a problem with it before.

7
Ideas / Re: Too many corpses...
« on: September 09, 2014, 05:46:49 AM »
Circle of life, carrion scavengers, sounds good!

Anyway, no-one asked you to have only 1 "bakery". :)
I have 4 in my base, and about 6-8 scattered through the map with a solar panel/generator each, so cleaning up the mess isn't that slow.
(These outside hardly get attacked by the way.)

One thing would be great, blood disappearing faster outside and in places without roof.

I've read that rain washes blood away, but never actually noticed it happening, currently my map looks like a sea of blood. Cleaning up THAT would be more of a pain.

8
Ideas / Re: Siege guns/Combat Engineers
« on: September 09, 2014, 05:36:06 AM »
Damn, and reading "combat engineer" I thought it'd be about pawns with portable, small turrets. Would be cool.

9
Ideas / Re: Tag List Of Already Suggested Features
« on: September 09, 2014, 05:32:44 AM »
Anyone still taking the time of reading it:
also suggested:
-New energy sources (water, steam, coal, lightning, wind, clothes & corpses)
-Mountain (ceiling) removal with a drill,
-Weapons with increased incap chance,
-Healing friendly parties in medical bed,
-Free (and more free) customization of...: Stockpiles, equipment racks etc etc,
-Alarm,
-Reprogramming&Repairing mechanoids/other, craftable sole/omni-purpose droids.

10
Ideas / Re: Colonists Automatically Upgrade Gear.
« on: September 09, 2014, 05:19:26 AM »
I agree, my colonists will not, (ever, EVER!!!) go around picking up things on their own.
Currently I have my team of 7 or 8 "tanks" able to take some hits in power armor, with 2-3 with minis the rest with m-16s, I have my most skilled of 3 in dusters (because it's cool and doesn't slow them down much) with m-24s, and I have any other non-skilled colonist equipped with pistols and other easy-to-use, fast weapons.

The moment they start picking up stuff on their own will be the moment I'll have a seizure, having to de-equip the current then re-equip the old items.
Because every single one of them with M-24s would be a MAJOR problem, so is having to pay attention to each of them.
Besides, let's say it's done and I re-equipped every single one of them to my liking.
What's stopping them from doing it on their own again and again?!
Either way, HELLNO.

They are free to haul thing to a stockpile, but they won't equip anything without me knowing or I'll start executing them.

PS.: Equipment screen sounds useful. That would solve the "cannot see it on the map" problem *some people have* (because I sure don't...).

11
Outdated / Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
« on: September 02, 2014, 06:16:21 AM »
Still awesome, I just had the most epic last stand ever, I've even managed to "win", though my colonists were bitten so...Yeah. ^^

Anyway, I have a few ideas I would like you to consider!

1) Cure! Sounds bad, right? I propose something more risky. Infected but not yet turned colonists should be able to receive (expensive [how it could be expensive is up to you]) treatment which has a chance to cure the said colonist, aaand a chance to turn it into a rampaging, badass zombie. Thougher, faster, so you would basically gamble each time you try to treat someone... Though it would require writing yet another pawn kind def something I guess?
A normal zombie would do the trick too. Maybe.

2) To make 1) a little more easier, have time/resource for the cure, (...though actually I've never tried the vanilla... Hmm...) cryo sleep.

Also a question for 3), I've noticed that not all zombies attack. Sometimes over half remains at the edge of the map, wandering around aimlessly until a pawn walks into their "attack zone". Especially on bigger maps they tend to stay instead of charging on the colony.
Is it intended? It's a pain going out each time, killing those zombies refusing to move for their food... *sigh*

12
Sounds fun, especially the close quarters part, but... Man, the range of weapons are ridiculous.
Which by the way wouldn't be a problem if my PC could handle bigger maps, but as it is, can easily shoot across the map. o_o
I should probably get a better one...

13
Ideas / Re: Shrapnel for shotgun
« on: August 31, 2014, 06:21:22 AM »
To be fair real shotguns aren't always loaded with actual "shot", but often with a "slug" which is more akin to a normal bullet and offers superior accuracy/range against larger targets like a human. Shot is typically used more for hunting small game or birds really. It's entirely likely that the shotguns in RimWorld fire slugs as they are intended for self defense against raiders, not rabbit hunting.

http://en.wikipedia.org/wiki/Shotgun_slug

I for one am aware of the 1 ounce slug shells, pretty brutal, but deershots/00buckshot (containing 9 pellets if I'm not mistaken) can be used rather efficiently too.
There are ones containing about 60-80 (or so) pellets for birds and ones with about 25 pellets for whatever, the stopping power of those isn't that great, yeah, and I guess those are mostly used for bird-hunting.

14
Releases / Re: [MOD] (Alpha 6) Glitter Tech v0.3
« on: August 26, 2014, 09:07:04 AM »
Yes, it might also be <weaponTags> if you are doing it yourself. The fix will be in the next version in any case. Yeah, just a single squad dropping from orbit would be cool. Perhaps they can siege as well with some custom turrets, but I haven't looked over any of the incidentDefs and how to change them as of yet.

Sounds good enough, but in case they're to besiege the colony, (since they're from a very sci-fi glitterworld) they should build standard turrets, not mountable ones, with a custom power generator maybe? Or an "integrated" one.

In any case, Do us a favor and don't create some ultra mega destructor 9000 annihilator, shooting hundred a minute... ^^

15
When you kill the zombies they get a debuff like they killed an actual person. it makes them sad to kill zombies and i don't think that's realistic :P

Why? Maybe they are sad because they thought about them having a (probably not) nice life once, turned into zombie, and now they have had to kill them. Oh, now *I* feel sorry for them.  ;D

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