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Messages - M

#1
General Discussion / Re: Conduit Walls?
April 16, 2015, 08:23:16 AM
I agree with Z, more options better than less.
The two buildings should just have different building time and even more if you already have conduits on ground and have to build a conduit wall (because you should have to decostruct the ground conduit and place it in the wall).
#2
Ideas / Re: Your Cheapest Ideas
March 24, 2015, 10:11:42 AM
Quote from: b0rsuk on March 24, 2015, 07:22:12 AM
New colonist trait:
* sleepyhead - this colonist needs 10h of sleep instead of the typical(?) 8h.
Omg that's me... (9hrs for me) :D

New traits:
*Fascinating: Chats from this colonist generate better mood effects than usual to other colonists.
*Craven: During battles this colonist will run to his room or the nearest hospital bed if sees allies die or gets an injury.
*Stoic: During battles this colonist will have a positive mood (Immovable) equal to the total of his negative moods.
*Berserker: If a battle occurs and this colonist is affected by chemical moods/effects the colonist will enter a battle frenzy state, gaining great bouses but becoming uncontrollable (would still hit enemies only).
#3
General Discussion / Re: RimWorld change log
March 24, 2015, 09:52:35 AM
Timetables, great :D
#4
General Discussion / Re: RimWorld change log
March 21, 2015, 08:31:35 AM
Omg! I am looking forward to play RW(A10) :D looks fun ;)
#5
Ideas / Re: New "Playable" Races
March 21, 2015, 07:09:29 AM
Quote from: Tynan on March 20, 2015, 06:54:35 PM
I definitely want to do xenohumans and, later, transanimals as joinable characters. Just to be clear. It just hasn't been critical priority yet.
Great :) ! Thanks for your answer Tynan.
#6
Ideas / Re: New "Playable" Races
March 20, 2015, 05:15:28 PM
Quote from: Adamiks on March 20, 2015, 05:09:39 PM
"Welcome!

We realize this may be a lot to take in. However, don�t worry. People just like you live full lives in our universe, and our studies have indicated that the great majority of longsleepers do adapt within a few years and make good lives for themselves. So - welcome!

Our AI has been watching your eyes sweep over the page through micro-cameras. Since you�re done reading, someone will be with you shortly."

This is creepy like hell :D Now i must wait for someone ^^

LOL! I was looking around and the screen like "wt...h..?"
#7
Ideas / Re: New "Playable" Races
March 20, 2015, 05:05:55 PM
Quote from: SSS on March 20, 2015, 04:41:12 PM
There's a bit of a misconception here. There are no true aliens in Rimworld, but what does that mean? The Longsleep Revival Briefing fills us in.

Thank you for the interesting text :).
If RimWorld's lore does not include non-human aliens then that's how vanilla game should be.
Like the sci-fi show Firefly, to be clear, and I like this concept, a lot.

I am still stating that there should be, at least, the "possibility" or "an easier way" for Modders to add new playable alien or not, humanoid or not, races through mods and customization.
Even xenohumans could have their own textures, traits, bgs etc. in case someone would make them playable from the start through a mod or whatever.

The fact those mechanics are hard or the fact that there is no real "possibility" of doing that could be restrictive and frustrating for some Players looking for new playable race mods and more contents in general or Modders who wants to create specific or generic mods with new races or xenohumans and their own features (visuals, textures...).
#8
Ideas / Re: New "Playable" Races
March 20, 2015, 04:05:53 PM
Quote from: daft73 on March 20, 2015, 03:53:17 PM
Sure, it has been talked about...but as Johhny Masters eluded to, not likely. I like the idea of it myself.

Here is a post I found cornering the idea. It seems possible, but taxing possibly.... how to make a race

Thanks for the link :) I did not read that before.

Unfortunately I've already done everything he says but this method still lacks some steps... Especially about the textures, visuals and the customization (bound Traits, BGs) side.
With those steps you can, at most, create new factions and/or new non-playable/customizable races.
#9
Ideas / Re: Your Cheapest Ideas
March 20, 2015, 03:51:05 PM
A Colony "Direction" Tab would be cool.
A tab in which you could select things like:
- All Equals: no pro and cons
- Hierarchy: One is the Head of the colony (bonus and malus) and there could be 2 or 3 other ranks (with respective bonus and malus) and the player could be able to give custom names those ranks. Rising or lowering a colonist rank would lead in better or worse mood etc.
- Council: A group of colonists is in charge (bonus and malus) and others are "citizens" or "newcomers" (bonus and malus). Some sort of Seniority System.
- More: add more...

This feature would add great replayability and customization to games.
#10
Ideas / Re: New "Playable" Races
March 20, 2015, 03:44:34 PM
Quote from: daft73 on March 20, 2015, 03:27:54 PM
Lots before on this. Overall it's a no, but modded yes. For instance orcs
Various posts and opinions to go over...
aliens?
gnoll race talk
vikings
I know, but what about "the possibility" to add races? I am not only writing about adding new races here...
(as written in the foreword)

+2 to you, Johnny Masters :) (1 for your +1 and 1 for your 400 posts)
#11
A Colony "Direction" Tab would be cool.
A tab in which you could select things like:
- All Equals: no pro and cons
- Hierarchy: One is the Head of the colony (bonus and malus) and there could be 2 or 3 other ranks (with respective bonus and malus) and the playser should be able to name those "ranks" as he pleases. Rising or lowering a colonist rank would lead in better or worse mood etc.
- Council: A group of colonists is in charge (bonus and malus) and others are "citizens" or "newcomers" (bonus and malus). Seniority system.

This feature would add great replayability and customization to games.
#12
Ideas / Re: New "Playable" Races
March 20, 2015, 03:14:12 PM
Quote from: Johnny Masters on March 20, 2015, 02:54:21 PM
In vanilla? Most likely never. Unless we consider some post-human abnormalities as different races.

You're more likely to find success in mods, as the developer is working with the premise there are no (known) aliens in the universe.
This is ok, if this is Tynan will, this is his game.
This way, however, is almost denied the opportunity to create new races because the game lacks the basics for an easy/managable creation, addition and use of races. That's what I am concerned about the most.
There would already be playable races mods out there otherwise... (Or I did not find em? This could also be ^_^")

I am, also, suggesting the addition of the basics for new races and their modding, not just new races.

(Example of basics: Tynan, or someone who helps him, could spend 1 day editing the RimWorld Wiki and the Modding section with a detailed page like "How to create and add a new playable race from 0" or something like that. This would help Modders a lot!)
#13
- Boxing for brawlers.
- Prisoners abuse for psychopaths.
- Chatting for abrasive and opposite (fascinating?) pawns.
- Storytelling during campfire chats.
- SEX FOR EVERYONE, not trolling, really... Sex=N1 fun of the world, nothing else to say.
#14
Ideas / New "Playable" Races
March 20, 2015, 01:24:22 PM
I know this may be an already discussed topic but I would like to say something different about it.
We all would like more, humanoid and not, playable races in the game. A space game needs aliens/races.


I tried to create and add a new playable race to the game on my own (Orc race form Warhammer World).
I used frames of other mods (Norbals + Imperial Guards + Core) to rapidly create a very "basic" Orc race/faction with a slightly different body from humans (same parts but different sizes/coverage), few classes (From both Warhammer Fantasy and Warhammer 40K), few items (weapons and apparel from both Norb and IG mods) etc.
I found this part of the race and faction creation very easy, but then the ravine. FAIL.

I found myself with no Idea on how modify Textures for bodies, Colors, on how to bound the different race with different Background Stories, different Traits, different bodies and heads (Orcs should be melee and labour skill oriented instead of art/tech, should have other bodies and heads and different colors).
This is because I never ever did modding and stuff like that before, for this reason I am totally unable of carrying on a project of this nature and scale. So I gave up and I have not tried to keep going.

My suggestion/question is:
could we have new "playable" races, with different or selected traits and Bgs, in the vanilla game please?
(playable = even from the start and from capturing planet tribes, it would be cool being able to customize other races like Orcs throught EdB Prepare Carefully Mod)[/i]


From what I saw, having textures/sounds (sound are not "that" needed) ready for use, this add-on would require only 1-3 days (max a week) of work + 1 day per race more or less.
This addition would add very much to the gameplay (plus is one of the most requested from players) and would lead to new possibilities for future game improvements and to race mods because, in my opinion, the addition in the vanilla game of new races (and basic features for the new races addition) would make really easy for modders to create new races by themselves.
But I am a total nescient about all that so I could be wrong and/or inappropriate. (plus eng is not my main language... -_-")

What do you all think about that?

I think the addition of new races in the game should be a priority as it would make the game more enjoyable, greatly enhancing its replayability, and would greatly expand the possibilities and characterizations of new mods (Races, Events, Factions, Traits, Backgrounds, Customization, Interface etc.).
#15
I agree about adding some parry/evade/hit chance in melee fights based on melee skill, number of enemies attacking one person and other variables (maybe with a"if parried a blow then add 0.3 to next attack cooldown and 0.5 to next enemy attack cooldown" or something to add "reality").
Right now melee fighters, even with shields or armors, when engaged in melee, even against small animals, get hit too many times.

In one of my games I have a sort of knight only good in melee, he is a brawler, has melee at 20 and a superior platsteel longsword. I expected him to get only one small wound or 0 wound from a pirate with 3melee and a shoddy steel shiv but he almost got his right leg destroyed (scarred) and his torso and arms were damaged too a couple of times (fully healed).
A 20 melee fighter should almost 1hit a 3 melee fodder in a 1v1 fight and should be able to parry a lot of blows in melee... And I am not speaking about hunting hares and squirrels with this 20 melee knight...