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Messages - Avtomatik

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General Discussion / Re: Alpha 15 and children
« on: July 24, 2016, 01:12:09 AM »
I thought of children more as a liability than an asset.

You got kids that dont do much, but at the same time you have to protect them cause if anything happens to them their parents would go nuts - i think that would be realistic ;)

General Discussion / Re: A fox?
« on: July 19, 2016, 08:33:10 PM »
Sounds like FUN!

General Discussion / Re: A fox?
« on: July 19, 2016, 05:38:06 PM »

General Discussion / Re: What features are expected in a15?
« on: July 19, 2016, 04:46:48 PM »
Answer (tynan's reply on reddit):

The next feature set we're working on is a more holistic system of drugs. Currently the game just has beer, but that's always been a little piece of what wants to be a more rounded simulation of drug psychology, physical effects, economy and addiction. I was also looking at the drug system in Fallout and remarking on how simple but effective it is. It's something distinct to more gritty (sorry) modern and sci-fi settings.

The drug system will simulate a variety of drugs (some real, some fictional) like beer, marijuana, malaria blockers, hi-tech combat enhancers and cocaine. Colonists may turn to drugs to cope with stress, especially if they have "chemical fascination". Addictions will form and withdrawal will hit if the supply is cut off. Colonists might go on drug binges. The player can assign a schedule of drugs to colonists (similar to the current outfits system) to keep colonist popping the right pills on a regular basis.

The player can, of course, overuse this system or avoid it entirely - I'm looking forward to seeing what new kinds of stories this can create.

We've also got another big feature in the pipe, but that one I want to keep unannounced for now since I'm not yet sure how it'll work.

General Discussion / What features are expected in a15?
« on: July 19, 2016, 04:33:11 PM »
Howdy, sorry if this has been answered already but I didn't find any info about it.

With alpha14 just out, what are the planned new features for a15?
Or is it a secret? :D

Releases / Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
« on: April 25, 2016, 07:23:08 PM »
Is rimsenal combat realism compatible?

Edit: guess not as CR is still in pre-release. But will it be? :D

General Discussion / Re: Guess the release Date of Alpha 13!
« on: March 31, 2016, 04:59:52 PM »
We have a pessimist! :D

April 20. Hitler's birthday. And my grandads :D

Outdated / Re: [A12d][ModPack] The ModVarietyPack
« on: January 07, 2016, 07:13:20 PM »
Got two problems, not sure if they are because of the mod:

Tailor's bench is not working. Nobody wants to touch it with a stick and I cant right click on it to make them do anything on it.
Same thing with dirt. Nobody cleans anything and its unclickable. :/

A quick question: how to get sand if you cant collect it?

also, where to get mulch?

No coal on the game playable like that?

I tryed everything but still no colonists

Ultimate challenge mode: no colonist game

Outdated / Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
« on: September 02, 2015, 04:38:00 PM »
Does this work with a12?

Thanks. Although I don't see any logic in making a player do all that stuff for a butcher table, which is essentially a normal table with a knife on it, other than to make it harder game-wise

Just started and having some problems...

To get a butcher table I need spare and steel parts. How to get them?
What is a must for having with you on embarkation?

Mods / Difference between the two modpacks
« on: August 31, 2015, 09:42:50 AM »
Just got back in to rimworld after a few months of inactivity. I see there are two major modpacks - and am not sure what is the difference between the two. Can anyone make a quick comparison between the two?
From what I've seen so far from the descriptions, it looks to me that Ultimate overhaul is more of a drop em till they drop you experience, and Domination more into progression from axe to nano-pistol, similar to the late minami's mod. Am I seeing it right?

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