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Messages - aerojet029

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General Discussion / Downloading Previous Alphas
« on: December 11, 2014, 01:30:26 AM »
The subject pretty much sums up what I'm looking for.

I missed Alpha 7 and saw Alpha 8 out. I would like to try out Alpha 7 (vanilla, then modded) since Alpha 8 only came out today, I don't expect the mods to be updated. i'm trying to locate a download for a vanilla copy a stable Alpha 7 to tinker with some of the stuff from the community.

when i was "googl-ing" this and searching the forums I only came up with one article. It was about Steam implementation and one of the reasons for not doing it during this stage of development was there was no way to revert versions which would mess with save game compatibility after being forced onto another version.

also, Happy Holidays everyone :)

i just have a couple (hopefully) quick suggestions for Tyann [i hope he sees this]

first thing i would suggest is a simple power switch.
                 for what you may ask?
                 -if during a battle, you can de-energize turrets and turn off non- essential lights and other power to save battery power
                 -when colonist are asleep, all lights can be turned off
                 -when colonist aren't using the cooker, there should no need to power it
            honestly i would love the AI just to be able to save power....
anyways on to the Nuclear Reactor

so, as far as the nuclear Reactor.....

nuclear reactors are nothing thing more than hot water heaters which generate steam to be used in turbines... we already have the turbines ( ie the geothermal generators) which again.. are just turbines utilizing the steam generated from the planets internal temperature.

way things currently are, Solar power and batteries can support a small - medium size base/colony by itself.
balanced by eclipses, Solar power is more than enough

basically you could either get "lucky" and have a geothermal vent where you need it plop a turbine and be done. or in the late game build a nuclear reactor to serve as a steam source to drive one OR two turbines.
and it requires a colonist with a minimum of X research skill (ie scieince skill) 7 maybe?
to utilize the hoppers, you could just load up uranium to minimize micro management

hopefully a simple implementation, with a couple of balance options, and recycles a bunch of assets
so that's my thoughts.. let me know what you think

The AI should be telling a story using gameplay as a driving mechanism. It shouldn't force the player to play offensively or defensively specifically. for example, my play style in most RTS's is SUPER TURTLE, while a lot of people find rushing very effective (taking the initiative). Forcing people to one play style doesn't solve any problems, except less work for you.

              here's a brief example i came up with
(Super fortified fortress: late game)
             meet with a representative from a neighboring colony about trading back that "passerby" that you took prisoner.... but
             negotiations fail, because your colonist sucks at Social (even maximum social should have a chance to fail)... but luckily he/she has a
             really good gun skill, therefore you barely make it
             back to base. Relations with that colony reach an all time low. so they raid your base, but realize they can't meet their goal of
             releasing the prisoner , so they open relations on your demands

            here every thing was left up to Chance, The player had a clear reason why it was attacked, dealt with appropriately and no               
            unnecessary losses. It should be about risk management. maybe the player instead sends a team of armed people to stop
            negotiations immediately, and the AI decides that this time not to attack (50/50 chance)

you take traveler hostage
AI either:
         50% nothing (apparently nobody cares about him, or there isn't another colony)
         50% open negations (maybe first time hearing about a new colony) [faction relations]*
                    simple, either someone cares you took him or not
        *faction relations would have to be worked into the game for this specific example to work
               make a framework to add more options for the AI to "choose" that you can add at a later date

as far as the actual AI is concerned it just just have a list of possible actions, and a probability associated with that outcome, hard part being setting up the "event" handlers and stuff to properly deal with something like this

you put a lot of emphasis in the AI "storyteller" but you never told us what the story was (keep it that way)

Ideas / Re: Man Operated Turrets
« on: November 06, 2013, 02:54:36 AM »
would be especially usefull for power outages!

Ideas / Re: Discoverability and learning curve
« on: November 06, 2013, 02:53:35 AM »
i don't know if you have your answer or figured it out yet, but to activate comms you left click any colonist and then right click on comms desk

Support / Re: Wardens
« on: October 27, 2013, 12:13:38 PM »
Beatings do serve a purpose right now! one game my people were having mental break downs and I had more prisoners than i could feed. soooooo i beat the prisoners and the additional boost in fear got me through 3 more battles, until i was more established

Support / Re: RimWorld PC Requirements
« on: October 27, 2013, 11:59:48 AM »
on this system -4.0GHz i7-2600k, GTX 560 Ti, 8GB of ram-
at least on the .232 build 95% of the time the game runs smooth as butter, but every once in a while you can notice it chugging along. the occasional memory dump helps tremendously. and is barely something worth noting

minecraft used to be very system intensive (in early alpha) because even if you couldn't directly see a block, it was rendering every block in a chunk. now i get over 500 frames per second on the default texture pack.
most of the slow downs seem to happen near a base with a lot of things going on

Bugs / Re: Sleep Anywhere Colonist Bug
« on: October 27, 2013, 11:47:33 AM »
weird, never seen that happen to me

Ideas / Re: Muffalo Ranch
« on: October 27, 2013, 11:28:51 AM »
*mounts laser turrents on muffalo* "PETA your going down!"

Ideas / Muffalo Ranch
« on: October 26, 2013, 11:45:41 PM »
using colonist to surround the Muffulo and heard into an enclosed area. they need to be fed and are not immune to becoming psyco. would be a massive burden on early game food supplies, but can be killed for food and you need at least 1 male and 1 female, and you can breed and make more! or maybe a more humane existence and make Muffulo ride able for a way to haul more supplies faster?

would work the same as a growing area, and must be placed on grass (would take up a lot of space)

Ideas / Re: MOD tools
« on: October 26, 2013, 11:12:14 PM »
the question is not "will there be mods", but more like will there be tools available to help us with hooking into an API. adding scripts, adding textures... like how Bethesda released the "creation kit" for Skyrim. more or less some sort of graphical user interface to assist modders, especially ones like me with limited knowledge about Unity games. or will it be a KSP-style hack and slash approach until modding was fully supported.

Ideas / Re: Thoughts after a week of playing
« on: October 26, 2013, 02:42:21 AM »
"In short the game needs to be much less controlling and more unpredictable."

this is a nice thing about multiple story tellers as you can pick one that suits your play style or what you want out of the game. I play mostly on Randy Random just for that reason.

Ideas / Essentials Thread
« on: October 25, 2013, 09:03:30 PM »
the point of this is a compilation of ideas that would in theory take the game in it's current state and solidify the core aspects of the game with as few additions as possible

I will try my best to edit this first post with everything contained in this thread that is agreed upon. I have a few suggestions of my own

ambient sounds and music
                      (this is actually something I have a lot of experience with)
           options: toggle on/off (separate from game sounds like gun firing, selections)
                        volume slider
           incorporates: can be scripted with day/night cycle or weather
               i'm not sure how powerful the audio engine is, but maybe different ambient sound depending on the camera's frame of reference
               center of base would have different ambiance sounds than in the middle of the desert with smooth transitions
population economy
 * already mentioned in other threads and something that just needs ironing out.
               maybe an addition of aging, natural death, and children? (maybe children could be left for later expansion)

endgame objectives
                 something to strive for
                         - permanently establishing a colony (for the good of the colony) vs escape (every colonist for themselves)
                                     each of these could have interesting game play styles and a game should be balanced so that a game can continue
                                     potentially indefinitely (using the adaptive AI story teller)
      -Manual Player Prioritization.
             Players need a way to highlight important task that would take precedence over the default hierarchy of generic task.
                     implementation would be like right click prioritize, except a list of prioritized tasks will generate, and anyone with the skill will
                     favor the prioritized task and tasks will be removed once completed
      -if the colony is starving, Growers will drop constructing and mining and grow food until a certain threshold is met (based on the size of
        the colony (*they will not automatically make hydroponics tables or growing areas and if all plants are set they will go back doing what
        they were doing until something is ready to harvest )
      -miners on the way back for food or sleep will automatically check near them for metal and haul 75 metal home and growers will haul 75
      food home
                         alternately, if not in a designated home area, any colonist will briefly check near them for resources they can grab real quick
                         (like an area of 6 or 7 blocks) when heading home
          it's a problem I keep running into were I tell them to mine an area, and they mine mine mine mine.. then in the middle of the day they make their way alllll the wayyyy home for lunch and don't bring anything home.. so i'm left struggling for metal for no reason

Ideas / Re: Open Source Software
« on: October 23, 2013, 04:20:09 AM »
on a relevant, but more productive note, here's a suggestion... if the game is ultimately modifiable, how about some mod tools (even if simple in functionality). Potentially even steam workshop integration.

General Discussion / Re: How do you deal with the capturing ordeal ?
« on: October 23, 2013, 03:47:46 AM »
Digging through some of the compiled scripts, it appears that the different modes (classic, hard, random, Phoebe) have a variable basically saying and Ideal amount of survivors. Classic was set at 7 and Phoebe was set at 15. on a Phoebe play through i have 16, and a friend of mine on classic had 8. what this seems to me is the game "AI" initiates events that would give you people or allow you to capture more (slave traders, travelers, raiders incapacitated) when you have less than the ideal number for that game mode. this seems to be an effort to keep the colonist number down and events like 18 raiders on classic a massive ordeal without planning and logistics. I can't be 100% sure about this.. maybe some other more intelligent people can shed some light.

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