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Messages - JesterBlue

#1
General Discussion / Re: No cats?
August 26, 2015, 04:13:34 AM
You don't tame a cat! The cat tame you! Cat sometime hunt on their own and bring home the kill for their pet human.

Cat also ignore psychic events. Not that they aren't affected! They just don't want to do anything. Wearing a cat on your head is therefore a way to dampen psychic effect. Cat can also incapacitate people by sitting on them a purr.
#2
General Discussion / Re: No cats?
August 25, 2015, 01:09:34 AM
Cat too OP for this game, people will start complain about them. Not to mention cat are 3 dimensionals creature.
#3
Ideas / Re: Petition to Stop autoroofing!!!
August 25, 2015, 01:05:27 AM
I'm still waiting for the day when I can build my own roof. With chimney and stuff
#4
General Discussion / Re: Where Are the Fences?
August 24, 2015, 05:36:49 AM
Quote from: TLHeart on August 22, 2015, 04:38:28 PM
walls just look silly to create a pasture.... now for the barn walls are needed.

Nothing wrong with shameless self promotion...  but it is such a basic need with animals, I am disappointed that they are NOT part of the base game.
:D Sand bag and machine gun for the animal protection!
#5
I believe I was watching some Youtube about Prison Architect and then do a Search for "Game like Dwarf Fortress". I've been a Dwarf for ages but take a break and the clip revive my interest in that genre.
#6
Fire your Disney princess!
#7
Off-Topic / Re: anyone else playing dig or die?
August 05, 2015, 03:24:31 AM
I though Unclaimed world is dead?
#8
I played that game, my first experience with it was stabbing myself with a pen light and then watching another guy saw off another guy and then put some one else brain inside it to cure spider poison.
#9
Ideas / Re: More raider agenda
August 03, 2015, 10:33:40 PM
Most of these events just add flavour to the vanilla game without requiring additional AI programing except for may be scavenging which require Hostile pawns to be able to deconstruct object which sound cool but may be a terrible idea.

2. Kidnap only need more appropriate preset weapon suitable for kidnapping instead of machine gun and rockets, the withdraw condition is when they downed some colonist.

3. Drop pod raid: add to the existing event: an artifact is found but now it's a drop pod with raider spawn shortly after

4. Assassinate: Kill one target then leave, easy, diplomatic hit optional and not hard to implement

5. Ambush your guest: same as above, just target your guest, I believe this already in game when 2 hostile factions spawn on the map at the same time, now we just need to make it deliberate.

6. Slave driver, restrain mechanic already exist, I know the current build may not be ready for this but hostile pawns can kidnap others already so why not, they just need to path by the map from one end to another.

7. Occupy your base, non-hostile bad faction can reserve lots of stuff in your base, prevent your guys from using them and leave after a while, just like guest but very dickish. You have to decide if it worth it to wage war with another faction or not. As of right now, many people already hate the normal guests eating lunch on their beds so a push for more fun game.

As for looting, I believe the current AI can handle it like: avoid high threat area, check for item on the ground which should be littered everywhere from drop pods and after battle. They are just neutral minor nuisance, don't need to be factioned or hostile but the warning really will tick off the player and give them more pressure.
#10
Off-Topic / Re: anyone else playing dig or die?
August 03, 2015, 04:12:37 AM
Shall I recommend Slaves to Armok: God of Blood Chapter II: Dwarf Fortress
It have all of these features
-hunger/thirst/tiredness/hygiene/injuries (basically rimworld features) AND mental sickness and moods
-water dynamics and structural integrity similar to dig or die. a dynamic eco system and flexible agriculture options
-NPCs.
- The most epic character description ever
#11
Ah Icesheet! Until we can use dead body as mulch, wood is perhaps the most important asset in the Icesheet.

1. Scout the map, look for a steel structure and deconstruct it for steel bar. will save you time to get that research table up and going.
2. Drag a huge growing are around the map to find a good patch of gravel for your farm, forget hydroponic. Gravel only have 60% grow but begger can't be chooser but keep the light and temp up as your plants are fragile.
3. Should not run low on stone and metal so trade, you'll never know when the trader return.
4. Compartmentalize your growing area so you won't lose all your crop when the wall break
5. [Exploit] Don't build wall. Stonewalls took tons of time to build so to have them quickly, lay down some blue prints and have your pawn deliver the resource to them, order the pawn manually so they deliver resource to all blueprints (they turn to building sites) when you see the roof formed, you now have a walless room with bitching insulation, build gradually when you have time (which you should have, plenty)
#12
Releases / Re: [A11c] Rikiki's M&Co. (02-08-2015)
August 03, 2015, 03:13:15 AM
Finally! The light is back!
#13
Ideas / Re: More raider agenda
August 03, 2015, 12:39:21 AM
A Faaaaabulous désigner have come to destroy all of your awful clothings! He has  gone berserk and is hitting your statues.
#14
Ideas / Re: More raider agenda
August 02, 2015, 10:23:20 PM
As of right now, I'd prefer if they leave the natural resources alone (what with they have the entire planet to exploit anyway). But thieves, looters and scavengers are realistic 'guest' you can get in a rimworld as does pilgrims, hunters and slavers. Make way more sense than some dude go eat lunch in your base or army of pirates besieging a colony with heavy artillery for Corn!!!!
#15
General Discussion / Re: AI sees trough walls
August 02, 2015, 10:20:00 PM
The way it is now, the enemy will just path straight to a point of your base closest to their spawn point follow a path of least resistant or the straight path for sapper hence they will path straight to your base through the mountain side or any obstacles actually. The current counter measure is to line your base with a 'heat trench' made of good material to skew their calculation.

There are some experiment I'd like to test:
1. The ant line experiment: Predict their digging path and build a wall across it, see if they change direction. (Your pawns are know to not realize path change until they walk face first into the wall)
2. The Cosmetic experiment: Line the rock with wall except for one single tile of raw rock, see if they prioritize the natural rock instead of artificial one.