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Messages - Rim soldier

#1
Ideas / Re: Raibies
July 21, 2016, 07:47:22 PM
As ive said before i am doing it in biology and so ive tried to make my sugested desease as realistic as possible while also addapting it to the game.

You are right abput some bites taking a short time to reach the brain Grett however ive genaralised the time as it can also take.longer than 2 months.

Quote from wikipedia on raibies - The period between infection and the first symptoms (incubation period) is typically 1–3 months in humans.[8] Incubation periods as short as four days and longer than six years have been documented, depending on the location and severity of the contaminated wound
#2
What???????????????
#3
Ideas / Re: A potential new idea...
July 20, 2016, 07:52:14 PM
Omg its the same guy who posted about hostile potatoes
#4
Ideas / Re: Raibies
July 20, 2016, 07:48:47 PM
I know how raibies works irl (doing it in biology class). The things i sugested were to ballance it in the game and the stage 1-2 gap would be due to the fact that its symptomless until it reaches the brain. Also the 33% chance thing is because of the fact that the later the vaccene is given the lower the chance of sucsess.
#5
Ideas / Re: Raibies
July 20, 2016, 03:42:50 PM
Thanks for the compliment SpaceDorf. I would really like to see this in game as it would add to the old west gameplay style.
#6
Ideas / Raibies
July 19, 2016, 10:08:13 PM
So this may seem a little bit stupid at first but hear me out.

So i was thinking that there could be a couple of new events added that go like this.

*A rabid <animal> has wanderd on to the map. It will infect any mammal (or human) it bites.

*A group of rabid <animal> has wanderd on to the map. It will infect any mammal (or human) it bites.

Now in order to explain how raibies could work in game I will describe the infection and Symptom progression.

When a human is bitten the bitten area will show up on the health tab as so [<area> Bite (raibies stage 1). During this time a raibies vaccene (talk about this later) can be given to them to cure the rabies. This will work 100% of the time. If the bite is on a limb you can also amputate it.

After 2-3 days the raibies icon will dissapear and the colonist will act as normal for 15-30 days. (note that a vaccene cannot be given during this time). After 15-30 days the subject will have the health icon [whole body:rabies(stage 2)]. A raibies vaccene can be given during this phase aswell, however this time it only has a 33.3333....% chance of ciring the desease.

Around 5 days after the start of stage 2 the raibies will change to phase 3 with the health tab looking like [Brain: raibies (stage 3)] during this phase talking and eating are reduced by 40% , consiousness by 50% and social by 90%. They will also start regular fights but will not bite [yet].

After another 4 days of this the desease will progress to stage 4. The patient will attack and bite anything it sees ao it is recomended that he/she is kept in a locked room with a paste dispencer in the wall, this stage will last for 10 days with an 9% chance of death each day. If the colonist survives the 10 days then they have a 50% chance of death. After that they will return to normal.

Animal raibies could work the same way exept that they have shorter timescales for stage 2 and skip straght to stage 4 after stage 2. Animals that spawn during the rabid animal events could have stage 3 already (attack anything that moved)

Raibies vaccene : object purchacable from traders, very expensive.
#7
wie viel dies geht auf Kosten
#8
Off-Topic / Re: Best type of Dog?
July 19, 2016, 02:45:09 PM
Thanks guys for all the great suggestions. Here are some of the factors i guess i need to consider.

Live in the suburbs.

I have time to walk a dog once a day.

I usualy hang out with my friends at the park after school and play video games in the evening.

My parents and siblings all go to work/school during the say but one of my parents is part time so the dog would only be alone for 3 hours a day.

Also i am adopting from a shelter and i dont care what breed do ill probably choose one while i am there but i was just wondering if there were any breeds that would be favorable to my lifestyle.
Hope that is good and thanks again for the advice.
#9
Off-Topic / Best type of Dog?
July 18, 2016, 06:44:41 PM
Hi fellow Rimworld players. My parents say that I can have a dog if I want (I'm 16 btw) but I will have to walk/feed/clean/train it myself. So I have 2 questions.

1. Should I get the dog?

2. If I do what dog should I get?

(I do realise that I probably won't be able to play Rimworld as much if I have to look after a dog)
#10
Swap the storyteller to randy random and set the dificulty to extreme.
#11
Ideas / Re: Steam Sirens & Rebel Vegetables?
July 07, 2016, 01:27:28 PM
 
Quote from: roll4initiative on July 06, 2016, 07:18:36 PM
  Hi. I saw this nice, insightful forum and wanted to contribute my

thoughts to the game. Could there be steam vent sirens and rebel

vegetables to contend with? I was thinking that if vegetables had a

chance of rebelling (going wild) and not listening to orders by catching

diseases or scaring/enraging animals the player could also use special

light altars to keep vegetables from doing so, converse with them and

have vegetables turn different colors in response.

it was a dark dark night when the vegtables rebelled. We had seen the warning signs, but we chose to ignore them until to late.

They rose from the fields, destroying the turrets and killing all the grazing cows.... Then they came for us. We tried talking to them but they just turned red, that meant they were angry, they wanted blood.

They stormed the colony, arming themselves and killing all those they saw. There were too many of them to fight. They killed everyone. I was the only survivor. They thought i was dead when they took my legs and arms.

So take it from me. Dont grow vegtables. Only grow fruit, like berries. Or you will end up like me.

This is the best sugestion ive seen in ages. Thankyou for making me laugh.

Btw could you please clarify what you mean in your sugestion.
#12
General Discussion / Re: Late Game Economy
July 06, 2016, 12:18:24 PM
The equations for calculating labor costs would probably be really complex. In the real world calculating labor costs is much less complex than calculating labor costs in rimworlds.

I have been working on this meteric and athough its not perfect it does give some sort of cule as to how productive a colonist is.

Labor cost per day = (Value of Cloths ÷ no days worn) + value of meals eaten that day + (value of room ÷ number of days spent in room) + ((value of colony ÷ number of colonists) ÷ number of days spent in colony).

Thats the best I can come up with at the moment and ik that this dosnt take into account recruiting costs however i have spent too long htinling about this already. Hope you find this usefull and hopefully i dont look like a complete idiot in wrighting this.
#13
General Discussion / Re: Late Game Economv
July 06, 2016, 08:42:24 AM
Quote from: Mutineer on July 05, 2016, 07:03:13 PM
Instead of mindless mines, I would suggest give ability to controlled collapse of mountains. Right now Some mountain roofs are irremovable.
If we could collapse mountain into tunnel, lowering it height a bit and creating layer of what ever for as to mine again that will be mach more interesting and still finite amount of resources. That mach more interesting then plain invisible mines and probably easy to do in existent system.

I like the idea that mountains could be collapsed from thick roof -> thin roof -> no roof and the fallen chunks chunks be mined for metal.

However that would only prolong the inevitable running out of rescorces and wouldn't help players who started on flatland and had very little mineable areas or mountains and there does need to be a way to get metal (asside from traders) during the late game phase.

Also while I am posting I may as well say a late game money making scheme.

Today when I was playing I got raided by some pirates whilst some tribals were visiting. The tribals were caught in the crossfire and became hostile. About half an hour later (irl) i got a massive raid of tribals ( about 60). A bunch of dead tribals later and I make about 800 - 900 silver selling the skin. Then I use the meat to feed the dogs and when the dogs have pups then that's another 120 silver. Still this tactic only really works if you get regular traders so still not perfect.
#14
Ideas / Re: Holidays
July 05, 2016, 06:10:56 PM
It would be cool if you could set specific days as holidays.
#15
General Discussion / Re: Late Game Economy
July 05, 2016, 06:08:06 PM
I was reading ender in exile (one of the books in the enders game series) and there was a bit in that that said the formics used insects that turned rocks into metals. In the book they ate rocks as larve and when they became adults thair exoskeleton was made of metal, the formics then used acid to disolve the insects in acid so the organic flesh melted and left only the metal. So i was thinking you could buy bug larva from traders and feed them stone bricks. Then maybe after 3 months they become adults and every 10 bricks you fed them as a larva = 1 metal brick as an adult (you could collect these rescorsces when you slaughter the bugs. Or mayby the metal bugs could be another form of bug spawned during the hove event.

Also just wondering how many colonists do your colonies max out on because randy has given me 55, i have enough food and houses for them but its hard keeping track of them all and during raids micromanaging them all is hell.