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Messages - Bob_Namg

#1
MMMMM MAGIC MISSILE
#2
Is this supposed to happen?


All my dudes except for two died but it did allow me to send them on a mystical journey involving cannibalism and a lot of mental breaks to conquer an allied base
#3
Ideas / Autonomous/Independent Town Creation
June 16, 2017, 04:39:23 PM
My idea is that when you send a trade party and have them settle a second colony, you can at any time release said colony as an independent town. Obviously it would degenerate the location's map (or not) and make it trade-only like any other AI controlled town.
The independent town would act like any independent faction and send supply caravans and reinforcements. Perhaps there could be a system where the town can be called upon at any time to send random pawns during an attack or send supplies with or without cost. Maybe these requests/demands and any return offers could even influence the relationship of the main colony to its satellite.
The independent player-controlled/aligned town would also keep track of resources and people it has and randomly gain/lose resources and manpower. None of the numbers of pawns gained by the independent town would be generated unless they show up with a caravan or were sent there by the player so anyone the town sends who isn't already someone you've seen will be fresh spawned (which could lead to some funny events IE 3 70-80 year old men with dementia and a blind dude show up to defend against a siege)

I don't know, came up with this at random and figured I'd throw it out here. It's unrefined as all hell but it'd be cool to see some weird early AI vassal system be implemented.
#4
These mod names are as awesome as the mods themselves. Thank you so much my friend!
#5
Releases / Re: [A16] Minions for RimWorld!
February 20, 2017, 04:48:26 PM
Quote from: SpaceDorf on February 20, 2017, 09:26:49 AM
There is a Train to Hunt Mod which works on your Minions too

I have 2 tamed now, but don't get around to training because my new playthrough keeps on dishing out the good stuff ..
Creating minions that thirst for blood...
Dear God WHY
#6
Quote from: Boston on February 18, 2017, 03:36:17 PM
Hoooooollllllllyyyyyyy shit that last line is racist as fuck.
Racist against cavemen?
Get your neanderthal behind outta here!
Cro magnons are the best. OOG OOG ME CLUB U OVER HEAD OOG
#7
Releases / Re: [A16] Minions for RimWorld!
February 18, 2017, 02:42:02 PM
why... why u make this
#8
I like the new description for Randy kek
#10
Quote from: Hierophant on November 21, 2016, 09:32:21 AM
This game is already complex enough without all this wild speculation entering the picture.
EMERAHD SPRASH
Quote from: mumblemumble on November 21, 2016, 10:54:15 AM
Quote from: Hierophant on November 21, 2016, 09:32:21 AM
This game is already complex enough without all this wild speculation entering the picture.
I agree....a16 LOOKS and SOUNDS awesome, but lets be honest.

the only MATTER OF FACT data we have is....
-sending caravans is a thing
-settling places is a thing (we dont KNOW if we will be able to directly look at these colonies however)
-New worldgen is a thing
-Traveling, for trade or assault is a thing (unsure if this is RTS style though, or abstracted away)
-Global weather is a thing

Besides these, we really have nothing CONCRETE for a16.... and things are subject to change too.

Granted, its very likely, but I really dont like relying on "probably"
Sounds awesome af T B H fam
#11
General Discussion / Re: Asexuality
November 19, 2016, 05:28:16 PM
The reason there aren't Tumblrisms and degenerate doo-dads in the game is because they add nothing of value and do not improve the game nor make it more entertaining. 

Well I suppose a colonist pretending to be mayonnaise and flirting with the food dispenser and an automatic wooden door WOULD be entertaining but the medium for representation of such a ridiculous event isn't sufficient so it would be better left alone.

I do however agree that there should be a modifier for a pawn that never seems to want to bang as it eliminates the good time modifier thus influencing the game in a subtle but potentially significant manner in terms of the relationships mechanic.


Also this goes in suggestions, T B H family shakes my head smacks lips robs a liquor store gets arrested for tax evasion and says SHIIEEETTT as loud as possible
#12
Ideas / Re: Dynamic Story Events
October 21, 2016, 06:31:03 PM
I see what you're suggesting and yeah that would be pretty cool.
Probably something that'll be left to modding honestly.

I'd like to see consequences for killing certain pawns, like if a raider is generated and he's from the same line as a pirate king or town leader or something it'll cause that person to come after you if you kill or capture him.
Or maybe killing a person will make a faction like you more (generated pawn relations).
#13
Off-Topic / Re: Transgender bathroom arguement.
May 12, 2016, 01:11:09 PM
For anyone approving the whole dudes using the ladies' WC thing:
Would you let a burly grown man with a dress and wig on go into the restroom after your daughter?
Also why the hell is making a third unisex restroom unacceptable? 
#14
Stories / Re: Turretless Fortress
May 08, 2016, 11:39:06 PM
Fortresses w/o turrets and killboxes will always be superior to those with.
#15
Outdated / Re: [A13]Faction mod: "Wild Rim"
May 08, 2016, 12:25:54 PM
What timing! I messaged Anonemous2 who made the historic weapons pack if I could put together a pre-industrial faction mod for him, if that goes anywhere I'm interested to see the kinds of games one would have using them at the same time..