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 - Christian

#1
I have a ton of wood and stone, but I'm not sure how I acquire steel? Do I have to mine for it?
#2
While it's understandable that Tynan wanted to distance the game from similar titles like Prison Architect, I feel the current character designs seem kind of weird and unfinished. Then I realized what was sticking out: they don't have hands.

Maybe because I've played a lot of PA, that stuck out, but I was curious if the new character style is finished or will it be improved in the future? Mainly, will characters have hands?
#3
General Discussion / Re: Hey, how do you...
January 27, 2014, 04:00:11 PM
Is this thread specifically for questions about updating? Is it a general beginner questions thread?

My question is how do you order colonists to put out out fires? I was playing my first game and a fire broke out during a shootout. Even though I set firefighting to number one priority, my colonists keep doing other jobs and then went to sleep...and then the fire ravaged everything
#4
General Discussion / Re: Press: Rimworld on the Web
November 20, 2013, 12:49:11 PM
The Sixth Axis - Indie Focus: RimWorld
http://www.thesixthaxis.com/2013/11/20/indie-focus-rimworld/
#5
Ideas / Re: Death is not the end of the game.
October 31, 2013, 01:28:59 PM
Quote from: Kelfka on October 30, 2013, 01:03:57 PM
What if the RimWorld story was really about the colony and not the characters and the game continued even after everybody died.

The first people arrive and start building the colony. Disaster strikes and every body dies.
Why does the game have to end there?
The game fast-forward events until the next batch of refuges comes along. They find bones and a half destroyed colony. They start where the other refuges left off and try not make the same mistakes. Suddenly, pirates come along and enslaves the entire group.
Why does the game have to end there?
The Pirate King liking the place decides to make the colony his new base of operation. The steady flow of slaves coming to the colony is lucrative. With his funds he decides to build major defences. Every thing was going fine until the squirrels revolted and ate everyone.
Why does the game have to end there?
200 hundred years pass. The colony is in a state of disrepair. Three refuges crash land and find a old pirate base. The base is sealed. They will have to dig tunnels to find what is inside. What will they find? Salvation or disaster?
I love this idea. It's like the ultimate endless mode.
#6
Voted biomes

I feel that different areas, and the potential for different wildlife, weather, factions, events, etc. that comes with each, will definitely add the most variety and depth to the game
#7
General Discussion / Re: Rimworld has been greenlit!
October 16, 2013, 06:11:01 PM
Are there going to be any Steam-exclusive features? I prefer to play DRM-free versions of games and save Steam keys for trading
Also will be RimWorld be on Humble as well? I find that's the easiest way to keep track of and update DRM-free games
#8
General Discussion / Re: Kickstarter update #5
October 16, 2013, 04:05:54 PM
Damn, I love this stuff:
QuoteHere's the final end to a challenging colony that weathered massive pirate raids only to be overwhelmed by a herd explosive, crazed animals called boomrats. When it all ended, there was one colonist standing. But poor Santana had no food source without a nutrient dispenser, and starved to the point of incapacitation before he could build one. Here he is gasping his dying breaths in the shattered, lightless base as rain pounds outside. If another colonist were there, they could rescue him. But they aren't
Emergent stories are my favorite aspects in gaming so I love reading these stories.
#9
Ideas / Re: FTL-style decision making dialogs?
October 15, 2013, 04:43:17 PM
Quote from: Tynan on October 15, 2013, 12:28:11 PM
I'd rather model execution intent as a designation where a colonist actually goes and does it in the world. Funny enough, it's already in the game! You can execute prisoners.
Does this have an effect on other prisoners? Can you choose where to do (take them to an outside location, do it in front of the others)? This game already has so much depth, I can't wait for the finished product
#12
Hi, is it okay if I quote part of your story for my preview of Rimworld?
#13
Stories / Re: My game stories
October 13, 2013, 06:48:02 PM
Your thread is awesome. It's one of the factors that made me decide to back Rimworld. So many incredible possibilities
#14
Ideas / Re: Air support
October 13, 2013, 05:45:20 PM
Quote from: British on October 13, 2013, 05:40:02 PM
But then you're not in a stranded colony anymore, are you ? :P

Even if there's some controversy about it, you *are* stranded, and the only contact you have with the exterior is a short time-window with the odd ship passing by.
They don't linger.

Also, RimWorld is about experiencing stories with your colonists.
Having stuff happening from out of the screen would just seem odd.
Ah, see that's the problem of posting suggestions without having played. Didn't realize ships only linger. Still think it would be a nice perk during that brief time window, but yeah now that I know, the idea doesn't seem to fit with the overall tone
#15
Ideas / Air support
October 13, 2013, 05:31:51 PM
Since one element is that you can trade or negotiate with passing ships, maybe being in good favor with certain groups could allow you to call in different kinds of air support. I was thinking support types from strafing enemies with machine gun fire to orbital lasers, scorched earth napalm strikes, poison gas, man-made lightning strikes, smoke clouds that conceal enemy vision of the area, and more