Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Kazzier

#1
Ideas / Re: (Theoretical) Rimworld Research Tree
June 20, 2014, 09:42:52 AM
Gotta admit I really like this.
#2
General Discussion / Re: POLL: Alpha4e difficulty
June 07, 2014, 06:18:49 PM
Quoteyour link

The owl downloads email that I already had?

Or is there another link that I am missing.
#3
General Discussion / Re: POLL: Alpha4e difficulty
June 07, 2014, 05:58:39 PM
Quote from: Tynan on June 07, 2014, 05:32:31 PM
If you open Version.txt in your RimWorld folder, what does it say?

0.4.462 rev15899 (On classic difficulty)

I don't know if I have just been incredibly unlucky or I did something fundamentally wrong, however I just seemed to get matched up against things I wasn't prepared for far too early.

One reason for this is possibly because I turtle at the start. Looking for a good base location and moving, for example, from one side of the map to another. Not sure how that would effect it.

A big problem which you brought up in another thread was the wood/planks issue. That seemed to put me behind a lot at the start.
#4
General Discussion / Re: POLL: Alpha4e difficulty
June 07, 2014, 05:30:45 PM
First 3 games of this build.

1st game. Going quite well then on about the 10th day get a raid of 10+ raiders when I have 6 colonists. We are out gunned, out numbered and get owned badly. Graniders being the main problem.

2nd game. Get to about day 6 with my 3 colonists, get raided then immediately after we win all 3 f my colonists go insane at the same time.

3rd game. Playing well, then about day 20 get a raid far far bigger than I can handle. I get owned pretty fast.

I think my main problem is at the start I am struggling to set up camp fast enough and focusing more on keeping sanity than base defences.
#5
General Discussion / Re: Merging logs and planks
June 07, 2014, 04:32:05 PM
Personally I like the option of having multiple different materials to make different objects. The more the better, it adds the feeling of personal customization, thus making the base "YOURS".

However,
At the moment it seems too much work for my men, especially at the begining of the game to waste time cutting tress, then cutting the wood, then having to construct an object. Anything like that should be late game content, not so early on in base development.
#6
General Discussion / Re: Internal Version 243
October 31, 2013, 11:11:37 AM
Got ya. Thanks for the information.
#7
General Discussion / Re: Internal Version 243
October 31, 2013, 09:47:00 AM
Do we have an approximate idea when the Youtubers will get the new build?

I'm looking forward to seeing it in action. Or will the backers get it at the same time.

Many thanks.
#8
General Discussion / Re: Internal Version 243
October 29, 2013, 01:29:53 PM
Quote from: Blitzkriegsler on October 29, 2013, 09:29:46 AM
I was thinking that since you are redoing jobs a little bit, is there a way you can easily seperate repairing from constructing? Call the job technician or mechanic or something along those lines?

Yer I'll agree with this. I watch Blitz's videos as he makes them and one thing that is quite apparent is that repairing objects in dire situations can be very tedious. For example if a raid is happening it may be worth having one "mechanic" undrafted and letting him run around fixing up the turrets, rather than having to manually draft/undraft click repair every 3 seconds.

Besides, the more classes the better.
#9
Ideas / Re: Muffalo Ranch
October 27, 2013, 03:45:58 PM
QuoteSquirrel meat? Squirrel skins?

Squirrel hunting for food! I know its not exactly going to be the optimal way to play but that kind of detail adds so much to a game.
#10
Ideas / Re: Idea(s): Healthcare and Chemistry
October 17, 2013, 06:53:42 AM
Quote from: Tynan on October 17, 2013, 03:41:51 AM
Actually, something close to this health system is a main module that I really of want to do. Organ harvesting included, and also including artificial augmentations, Deus Ex style.

That would be incredibly cool. I completely support the idea.
#11
Ideas / Re: Ideas for different seasons.
October 13, 2013, 06:47:34 PM
Well darn, that really throws a spanner in the works for this thread. Still though, I'm guessing he is going to transition more towards events so that difficulty regulation is easier. Makes sense.
#12
Ideas / Re: Ideas for different seasons.
October 13, 2013, 06:20:23 AM
It would just be nice to add a little more diversity in challenges / events. I'm sure this is intended to some degree further down the line of the games development but its always good to do some brainstorming and get a few ideas ahead of time.
#13
Ideas / Re: Your Cheapest Ideas
October 12, 2013, 08:37:48 PM
Pointless Items

I actually like having items in games that serve little to no purpose. For example a piece of meteorite you can pick up. It does nothing, but hey, maybe I can start a meteorite collection.

A random animal or human skull out on the plains that you can pick up. You get the gist.

They can be sold by trade ships as a novelty and to add more depth to the game.

Incinerator
Should be quite easy to add. Every time an item is deposited in an area / machine it is burnt and destroyed.
#14
Ideas / Ideas for different seasons.
October 12, 2013, 08:28:58 PM
A few ideas for some other, relatively easy to implement seasonal occurrences. If you can also think of any, post them below. Try to keep them easy to implement though and I will update the list as it develops. Hopefully we can think of a few good ones.

----------------------

Hot Season
Random areas set on fire. Crops have chance of Setting on Fire. Solar power charges super fast.

Cold Season
Crops don't grow and your colonists move slightly slower. Equipping clothing removes slow. Small defuff to colonists overall happiness.

Rainy Season
Crops grow faster. Looks nice :3. Colonists get a happy buff for the duration. Having a good thing happen occasionally is always a bonus.

Mist Season
Strong aliens hunt on the land. Occasionally attacking the player. (Similar to that of Pitch Black, just not as impossible to survive :P)