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Messages - Gonumen

#1
General Discussion / Re: Taming by doctoring at A17
June 25, 2017, 10:27:43 AM
Yes and no. It depends, really.
#2
So as in the title, I'm trying to make a lot of packaged meals as I'm preparing for quite a long journey to several resource lumps but I can't prevent my colonists from taking the meals to their inventory even though there are often lavish/fine meals lying around as well. The only way, really, is to mircomanage it to the maximum and every time a meal is done proritze it to be hauled to a stockpile zone and forbidden but it's just pain in the neck to do that when there are 200 meals designated to be done. So my question: is there any way to make my colonists not take packaged meals without having to micromanage?

Thanks for any answers in advance.
#3
Ideas / Re: More dynamic traits/behaviors
June 23, 2017, 05:57:48 AM
I think it would be nice if debuffs like 'harvested organs' and 'sold prisoner' disappeared after enough time but it would have to be counter balanced by a permanent debuff like 'unethical colony'. It would obviously deal less mental damage than standard debuffs combined but it would be continous and hard do get rid off (e.g. 3 years after stopping unethical actions).
#4
Ideas / Carry Injured Colonists
June 22, 2017, 09:34:28 AM
Correct me if that is actually possible, but we should be able to carry injured colonists even if there are not downed. I have two colonists that had their legs shot off and have very poor moving. They will bleed out in few hours and they path from the battlefield to hospital is really long and I don't really fancy treating them in the wild if I have hospital beds with vital monitors in a sterile room. It's just really wierd and unrealistic that coming home after fight the healthy colonist wouldn't care about their dying friends.
#5
Ideas / Re: Bridges?
June 22, 2017, 07:34:06 AM
I can see bridges being implemented in next alpha or the one after it. I think rivers are really great addition but a game with rivers and no bridges is not complete imo. But if I can add anything to this idea it's that I'd like them to be in structures section and not just basic floors. Maybe so that you can set the size of the bridge and a material that it's made out of and the just place it like a building.
#6
Ideas / Prison Zones
June 19, 2017, 07:21:28 AM
So this is pretty simple, you can set a zone and asign it to a prisoner. Of course if there are no walls around it they may and will try to escape. It would allow buildin prisons with common dining room but separate bed rooms. It could also lower 'imprisoned' debuff of they have a lot of freedom and if let to large portion of colony could increase or decrease recruitment chance based on what they see (beauty or dirt, lavish meals or nutritient paste) risking that they will start a fight with colonist trying to escape.
#7
IMO Drugs are good as they are. They are one use boosts for your pawns. For example:
You need this job that requires a lot of time right now and your colonists is exhausted? You can use wake-up.
There is a raid/siege and you need to make sure you are going to hit those shots? Drink go-juice.
Oh, you pawn is on edge of breaking? Use yayo or flake.

You can set beer and smokeleaf use to be used once a day but only if their mood is below a certain level.

I agree that they have a high chance of addicting your guys but that's a risk you have to make. High risk - high reward. If you remove they risk part you are left with, basically, an option to make your colonists super humans that are always happy.

And getting them out of addiction is not that hard to be honest. If you make sure they are comfortable and have beautiful envioroment the -35 penalty won't matter that much. I had my yayo addict sit on a good+ armchair with a nice sculpture in the corner making components all day and after that they had a fine meal. That's about +30 mood in it self.

#8
Ideas / Re: Please. Add. Vehicles! :)
December 28, 2016, 07:59:00 PM
As much as I agree with you I also agree with Primal Lord. It's hard to implement vehicles into Rimworld. Even the biggest maps are quite small for vehicles, if you want to to attack siegers than it's probably easier to just make pawns go there on foot as they are probably somewhere close anyway. And also how do you solve travelling in forest that most of maps are. Is they vehicle 1x1 title large? I would agree that a bike can be but cars and trucks HAVE to be larger so do they just run over the trees or do you have to make wide streets?

Don't get me wrong. I'd love vehicles in Rimworld as an End Game feature (something that needs lots of research and resources) but only to make travelling easier. As for the fact that you can run out of fuel I guess that you could have an option, abondon it and resources or push it with great speed penalty. Drop pods with fuel would be an option as well.

In conclusion, I think that vehicles would be a good addition but only as end game, expensive feature only for travelling across the world, but they would need a lot of balancing, because they could be easily over or underpowered.
#9
Ideas / Re: suggestion: colony roles.
December 28, 2016, 07:49:08 PM
There is a mod for this. It's called WorkTab, pretty cool one. Also, you can clready assign diffrent crafters/smithers/tailors etc as they are divided in vanilla worktab.
#10
Title pretty much says it all, should there be a 24 hour period after a raid (counted from when the message appears) when your colonists don't get a 'observed corpse' debuff? It really doesn't make much sense when a raid of 30 tribals is mowed down in front of your base and all your colonists get it stacked 5 times just because they have to haul all dead bodies to stockpile. And making only one colonists haul is pointless as well, because you can't haul anything else (no colonists to do it) and this poor guy is going to do it for a long time making this debuff refresh everytime anyone else sees them.

Either that or maybe add a 'Survived Raid' Buff which could counter it and be based on how healthy the colonist is (so when they have no injuries at all they get it all and when they are barely alive they get almost nothing).
#11
General Discussion / Re: Transporting colony
December 24, 2016, 02:15:22 PM
Yes, you can make a caravan with everyone and just settle somewhere else (you have to abondon the last one if you didn't change limit of colonies in options). And yes, you can make a caravan and attack others but it will make them hostile so I recommend attacking pirates Only as you won't get much from tribes (unless you are a tribe yourself or just want revenge, of course).
#12
General Discussion / Re: Question about food and caravans
December 23, 2016, 11:13:44 AM
Isn't there a new type of food that lasts very long as it's sole purpose is for long travelling? I don't remember how it's called right now but I believe you have to research it first. I might be wrong about last one though, but I'm sure that it exists.
#13
Ideas / Re: [Event] Tradeship has fallen from the sky!
December 23, 2016, 10:56:12 AM
That's a good improvement, although I don't think that it should you more headstart than just a few days. Also, it doesn't have to be AI, it could also be just a captain from the ship but this is just a detail.
#14
Ideas / [Event] Tradeship has fallen from the sky!
December 23, 2016, 08:20:58 AM
Hi,
So now that we have world map in A16 I thought that we could have an event that is similar to the new ending. Very rarely (once a year or so?) a ship would crash somewhere on the map. We have space chunks falling from the sky right now so they have to come from somewhere, right? Now, it wouldn't be an easy task to get there. It would fall randomly so it can fall on the other side of the map as well. Also, other settlements, especially pirates would be intrested in looting it too, so you have limited time to get there (another use for drop pods). You would loot it from any goods left and go back. It could be very beneficial, like exotic goods with lots of gold and drugs, or not, like a slave trader where you find Only dead bodies. Maybe you could also shoot ships down so they fall near you, but at cost of becoming a pirate faction (neg. Relations with everyone) and creating no-fly zone for a period of Time.

Tell me what you think about it, any corrections?  I'd be glad to hear them.

Also I'm writing this on phone so I'm sorry for any mistakes i'll edit them as spoon as I'm home.

Edit: Ok, so now that I'm at home I can fully describe my idea.

Very rarely, there should be an event that look just like the one with a raid chasing a person. It would say that a captain or AI of a nearby ship is sending you coordinates of where they are most probably going to crash or emergency land as their ship is damaged. From this message you have 24-72 hours to prepare a caravan if you want to get there. After this time another message appears and it just says that the ship has crashed/landed.

If the ship has crashed then you just have to get there before anyone else (maybe something like 10-15 days or so), the ship would just create a new single-tile biome on the map. I guess that just a flat map with one huge structure that would be a ship would be more than fine. When you arrive there before others you can loot it from anything that is left, deconstruct engines, power generators, maybe even find some surivors etc.. If you are late then there is just nothing there, or you encounter another group which you have to fight with.

If the ship has just landed then you have to options. Help the crew repair it and protect it from the pirates that are surely going to try to attack it and after that the crew would reward you with a huge sum of money, or not... OR you could just be a pirate and attack it yourself but then your colony would be marked as a pirate faction and would result in negative relations with everone on the planet.

There should also be another option, to just shoot the ship down with some misslies launched from the same station as drop pods (with chemfuel of course). It would result in ship crashing very close to your colony, but also you would become a pirate faction and create a no-fly zone for a long period of time (No orbital traders).

Those ship, besides basic stuff like gold, plasteel etc., should also have some very rare items that are either ridiculously expensive or not traded at all.
#15
But atleast i've got a party, so I got that going for me, which is nice  :).

Edit: a few seconds later there was a raid, so party had to be called off :(.

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