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Messages - huxi

#1
I uploaded it here: https://anonfiles.com/file/82a457c1a677663b190300b7b87d15a5

Just wanted to check if you actually need the file or if it's already a known issue.
Let me know if this causes problems.
#2
Nah, I'm on Mac.

I found the files. They are located in "~/Library/Caches/unity.Ludeon Studios.RimWorld/Saves" while I think they should be located below "~/Library/Application Support". "~/Library/Caches" is supposed to be flushable - if I'm not mistaken.

Unfortunately, I'm unable to attach the save file since it exceeds the 300kb limit even if I zip it.
#3
One of my colonists got into "in shock" state. Then he caught fire and I'm pretty sure he burned to ashes completely. (I was a bit occupied fighting off a raiding party so I didn't observe what exactly happened to him.)
The thing is that the "Colonist needs treatment" warning is staying on the screen. Clicking the warning centers on the place where he was initially dropping but no colonist is selectable at that spot. He is still listed in the overview with status "in shock".
I saved the game in that state but loading it removes the colonist.

Beside that, my save games now all throw errors when I'm trying to load them. Please let me know where they are located, whether they'd help you locating the problem and how I should send them if that is the case.
#4
Ideas / Re: Cloth
October 08, 2014, 11:21:40 AM
Aaaaaah, thanks! I didn't know that! I was just using the growing zones the same way since alpha1.  :o
#5
Ideas / Cloth
October 08, 2014, 05:08:03 AM
Let me issue some praise first: alpha7 is great!  ;D

I have one issue with the way cloth is handled at the moment, though.

If I understand correctly, the only way to get at the cloth resource are cotton crops. My base is currently located in a jungle biome and I think there are no cotton crops on the whole map. I'd suggest that you add more cloth sources to the game, e.g. flax, hemp or similar plants, to circumvent issues like that.

Cheers!
#6
Ideas / Re: Your Cheapest Ideas
November 13, 2013, 11:56:29 AM
Quote from: zylosan on November 13, 2013, 10:17:50 AM
3# This is more a criticism of the game than a feature request.  This game has been heavily promoted for its interactive AI storytellers.  Yet all I see in my play through's is a desire to wipe out the colony with wave after wave of skilled and well armed raiders.

pre-alpha...
#7
Ideas / Re: Your Cheapest Ideas
November 11, 2013, 07:18:29 PM
Quote from: ShadowDragon8685 on November 11, 2013, 06:05:53 PM
I'd like to second the call for sarcophagi. Graves in the dirt are for raiders, but my people deserve to be memorialized.

That's the point. It bugs me that I can't even remember his name. He died pretty early and was one of the "original three"...
#8
Ideas / Re: Your Cheapest Ideas
November 11, 2013, 04:25:22 PM
A few days ago the grave of one of my dead colonists was hit by a lightning bolt and he burned away entirely. This is actually still bugging me.

Therefore I'd like to suggest another grave option. Something along the lines of a sarcophagus that can be built indoors which defaults to only be used for colonists. Other colonists shouldn't be able to walk over it, i.e. it should work like a table and not like a lamp or a grave.

So this is the cheap idea.

A more complex one involves the following:
I'd like to be able to build a nice mausoleum for my dead colonists, with flowers and all that. Death of a colonist should produce a negative grief/mourn effect on colonists (beside the usual effect of seeing a dead body) that had social interactions with the dead person and putting them into a sarcophagus/mausoleum should reduce (or in the long run, remove) that negative effect.

This would also mean that the death of a colonist with high Social skill would likely have a higher impact on the other colonists than one with a low.
#9
Ideas / Re: Your Cheapest Ideas
November 10, 2013, 11:40:02 AM
I'd like to second the request for enhanced screenshot.

It would be really nice if there was another screenshot function that creates an image of the whole map without any UI overlay at the most zoomed-in level. The image would be quite huge but also very nice bragging material.  ;D
#10
Ideas / Re: Your Cheapest Ideas
November 10, 2013, 11:36:04 AM

  • A "n colonists drafted" message similar to "n colonists idle". I keep forgetting my colonists in drafted state after I arrested/rescued someone. I'd even give those messages a separate color (yellow?) since keeping the colonists in drafted state is actually quite dangerous. You'll only hear from them if they are already in trouble, i.e. "soldier needs rest" or even a "mental break" warning.

    The mouse-over popups of those messages should stay open so it's possible to click on one of the listed names to quickly jump to that colonist. Right now clicking on the message seems to focus on one of the contained colonists.

    This one is quite important and seems cheap to implement.
  • Being able to switch turrets to an "also attack animals" mode. Those "psychic wave" events are really dangerous right now.
  • undrafted colonists should automatically flee to the home zone if they are attacked by either animals or raiders. It's a bit unrealistic that they just keep doing their work. Not sure if this qualifies as cheap since I don't know how complex AI changes are.
  • extinguishing burning colonists should automatically have a way higher priority than extinguishing buildings.

Beside that, my colonists are strangely masochistic whenever they are in idle mode. They are strolling around the map while complaining about the nasty environment at the same time - which in turn makes their loyalty drop. So to keep them happy, I need to keep them working. There should be something like a recreational area which colonists could/should visit if idling.
#11
Ideas / Re: Small changes
November 10, 2013, 11:17:27 AM
Quote from: Tie-fighter on November 09, 2013, 12:54:17 PM
* I always click on the door icon when I want to build a power conduit.
* I always look for the home zone tools under Area instead of Orders.
* I mix up Structure and Buildings.

I definitely have very similar problems.  ;)
#12
Ideas / Re: Your Cheapest Ideas
October 27, 2013, 06:46:04 PM
Quote from: Haplo on October 27, 2013, 01:16:20 PM
1. Colonists do often stop their work because they want to do something else.
[..]
At least it should be changed for prioritised work items.

That's a good point. Saw this a lot myself. I wouldn't even let this depend on loyalty since it is really quite annoying. A colonist should only quit doing a prioritized task if his live depends on it. An example for this would be a fire in direct(!) vicinity. Even taking damage from starving shouldn't have an influence.

It would make sense, however, to have different behavior depending on the current alarm level. So if raiders have just landed (lets call that yellow alarm level) or are actively attacking (red alarm level) the colonists should behave like I explained above while in times of "peace" (green alarm level) they could very well work unmotivated based on their loyalty.

Slacking off in a yellow or red situation is simply very dangerous so even unmotivated colonists should work based on their will to survive.

Now that I think about it: it would probably be nice to really have a visible green/yellow/red alarm level via icon. Insane creatures could also cause a yellow alert.

Quote from: Haplo on October 27, 2013, 01:16:20 PM
2. It should be possible to give drafted colonists the order to repair something like a damaged turret, so that they don't run of afterwards.
Right now the players undraft them, let them repair, and when they don't watch out, the repair man runs of to do something else somewhere far away from the battle. Or even better he runs towards the pirates.. :)

+1, drafted colonists should be able to repair on direct order, then getting back to the fight.
They could even remember an object that they are supposed to keep repairing, if needed. So you could assign one of your colonists to a turret and if it reaches a certain damage level he would automatically try to repair it. After that (s)he would fight again until the turret needs some more love. This would enable more strategy before the actual fight.

This could even be an alternative to my green/yellow/red suggestion above if drafted colonists would always finish what they started. But that could be abused by simply drafting colonists in a green situation to make them work without them running around.
Not nice. And also not good for the (mental) health of the colonist in question...
#13
Ideas / Re: Defensive Structures
October 21, 2013, 06:19:20 PM
Quote from: walti921 on October 08, 2013, 02:08:27 AM
Personally I'm all for land mines and barbed wire for a start (the classics never die) but at a later stage i would definitely like to see some more advanced and specialized structures like laser turrets and even energy shielding at a very advanced level.

How about this as a laser turret concept:
Laser turrets should be way slower than a normal turret while using obscene amounts of energy per shot. Everything in the line of fire should get damaged until the ray either hits rock or the energy of the shot has been converted to damage entirely. The downside, beside the enormous energy hunger, should be that it's deadly most of the time - so there won't be any unconscious raiders to arrest. Only the raider that's hit by the last remaining bit of energy (after everything else has been used up/converted to damage) has a chance to survive.
#14
Ideas / Re: Your Cheapest Ideas
October 21, 2013, 05:48:35 PM
Quote from: SteveAdamo on October 21, 2013, 10:54:00 AM
Quote from: huxi on October 21, 2013, 10:39:32 AM
I see potential micro management hell...
oh, absolutely... hence my suggestion about making the idea a bit "cheaper" by simply having the result be completely random... you have a "weapons table"... you select a unit, right-click the table and choose "upgrade current weapon"...

your unit walks over, a certain amount of metal is removed from inventory (perhaps relative to the current quality of the gun?)... and the randomness kicks in, potentially improving the efficiency of the weapon, and also potentially damaging or destroying the gun in the process...

no interaction on the players behalf, other than initiating the action at the table...

I meant that selecting the correct upgraded weapon after randomly upgrading a bunch of them would be micro management hell. A Lee-Enfield wouldn't simply be a Lee-Enfield anymore. You'd have to read the small-print to make a proper selection => tedious from the UX perspective.
#15
Ideas / Re: Your Cheapest Ideas
October 21, 2013, 10:39:32 AM
While I kind of like the weapons bench idea in general, I fear that it would complicate matters significantly.

Where you'd currently simply search for e.g. a Lee-Enfield you'd then need to check all available Lee-Enfield for their specific stats to select the best one for varying values of "best". The fastest? The one with the highest range? The one with the most damage? The optimal weapon would depend on the situation at hand.
I think this could get pretty tedious in case of a big amount of racks.

So the weapon bench idea is probably one of those that immediately sound awesome but would turn out being quite the opposite?
I see potential micro management hell...