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Messages - Arctic_fox

#1
Now im 3/4th asleep and the last 1/4th is running on nodoz and monster so hopefully i make sense.

Now that said how about lower (1/2 or less) gravity with bigger people taking much longer strides, as time has passed humans have gotten bigger, for example in biblical times the average  hight for males was 4'8" to 5'2"  depending on which paper you read and what area of the world with some ADULT male remains as short as 4', today the average hight is roughly 5'10" or more with 6'0-6'2" not that unusual.

Now.assume this trend keeps up, 2k years was a gain of 8 inches at least 1 foot 10 inches at most, that would mean in 3500 years you would have humans at a minimum of 7 foot a max of 8'7"

This is not taking into account things like generations on a low G worlds making them taller, mutations, bio engineering, bio weapons, cyro sleep ect.

But its a start, to someone 9 foot tall on a low G world 5km would be far shorter and easier to cross then someone 6 foot tall in 1 G, just a thought, im going to bed now
#2
Quote from: Ramsis on December 05, 2016, 07:23:05 AM

Haha yeah it's almost 2017 so clearly any rules we set in place go right out the window right? Hahaha...

Yeah would you like to take this time to fix your mistake in this thread or should I just go ahead and swing my hammer of bans and we can clear up this incident in a few days when you get back?

Can i have the leather when your done? And mind going for skull? I need to make a new jacket the raiders stole my last one and the belly leather is always the warmest....

On topic though look at it this way, Lets say you joined a community be it via wandering in, being bought as a slave and set free (i know for damn sure if inwas a slave and someone bought me i would be loyal as hell to em) a captured raider or trib talked into joining what ever, lets say you became fond of them or heard storys of glitterworlds or homeworlds so much better then yours or have old tribal storys of your ancestors coming from the stars whatever.

Even if the 3 founders died it dosent mean you just drop a project, hell by that logic america shoulda turned back to britain when GW died, and as others have said a ship is the end goal sure but thats only because that is the only emd game option for the moment.

This game is a story generator, its up to you which direction it takes, if you want the colony to fall apart when the founders die then thats your call, if you prefer going from building a ship to building a raider mulching machine so you can sell human burgers to passing traders when the founders die thats your call, if you want to launch the ship with enough uranium and explosives onboard to make a dirty bomb the size of an aircraft carrier to take a planet hostage again your call.

Thats how i look at it, game says well heres how you start now go have fun with it.

#3
General Discussion / Re: Tribal Tundra Survival
November 10, 2016, 04:42:11 PM
Quote from: jmababa on November 10, 2016, 09:36:25 AM
Quote from: Arctic_fox on November 09, 2016, 08:47:30 PM
Quote from: SilentP on November 09, 2016, 08:32:54 PM
Trying to grow food in the cold and not having much luck.

I boxed in (full roof too) around a geothermal vent and planted some rice.  I'm getting a growth rate of roughly 20%.  I have 6 torches in the room with the plants.

What am I missing?  (Besides sunlight)

Best way to do things is during the spring and summer make massive fields of rice or potatos they keep a long time and grow fast, Then while you do this hunt game as often as you can turning it into pemmican as fast as you can and try to build up as much as you can for winter, also build a large communial hut with attached log storage on one side and food on the other and keep one or two fires burning in each to keep them warm, research stonecutting, clothing, electricity, and cooling as fast as you can during the winter dont build much until after winter, focus on research and hunting and making art for cash to trade for whats needed, oh and butcher/cook anyone you kill, only use nearby stones for carving dont go to the middle of nowhere for them especally at night, try not to stockpile anything but fur food art and maybe stone blocks, put them in a shed and when full block it off and unzone it to help keep.the AI from thinking your rich and sending a 2000 man raid after you, once you have electricity progress as normal plus one extra researcher to combat research pentalty for tribals.

This assuming you have a growing peroid, if not im unsure how to make it work unless you get enough animals to hunt.

Instead of hunt have your farmer/s and fisherman roughly that should be 3 colonists fishing too much meat i say. They stay frozen outside in fall and winter put it outside unroofed but walled. This is from fishing mod

Edit: watch out for raw food nega effect and get lucky your near 1 or 2 water source

This assumes you have mods installed, if you dont you gotta work with what you got on the land.
#4
Quote from: mumblemumble on November 10, 2016, 03:42:12 PM
To be honest,  i wish voting required more than "citizenship"  and a pulse.  Requiring an Iq above 80, or some other measurement of contributions to society would be nice.

Maybe not owning property,  but something.

Agreed to a point, But the problem with that at the risk of going off topic is too many people will cry one thing or another, be it white privlage, racisim, curruption whatever, and whos to say who sets whats considered a contribution?

You have blacks and other minoritys who are rioting in the streets spraying die whites die and beating the shit out of people at random any time they feel even the smallest slight, They demand and equal showing for say oscars when there arent enough to have deserved equal showing much less equal skill, they accuse all whites of being slave owners among other things.

On the other side you have whites and the like who are constantly accused of being racist any time we dare object to ANYTHING a alaphabet or color or sex group say or do and are told to shut up  and of being unwilling to be disarmed because we not only dont trust our government to not go full nazi and gastapo on us among other things and that because of that we are nothing but gun loving racist monsters.

Both sides are fucked in the head and even if you were 100% equal to both groups they would shit them selves either way.
#5
General Discussion / Re: Tribal Tundra Survival
November 09, 2016, 08:47:30 PM
Quote from: SilentP on November 09, 2016, 08:32:54 PM
Trying to grow food in the cold and not having much luck.

I boxed in (full roof too) around a geothermal vent and planted some rice.  I'm getting a growth rate of roughly 20%.  I have 6 torches in the room with the plants.

What am I missing?  (Besides sunlight)

Best way to do things is during the spring and summer make massive fields of rice or potatos they keep a long time and grow fast, Then while you do this hunt game as often as you can turning it into pemmican as fast as you can and try to build up as much as you can for winter, also build a large communial hut with attached log storage on one side and food on the other and keep one or two fires burning in each to keep them warm, research stonecutting, clothing, electricity, and cooling as fast as you can during the winter dont build much until after winter, focus on research and hunting and making art for cash to trade for whats needed, oh and butcher/cook anyone you kill, only use nearby stones for carving dont go to the middle of nowhere for them especally at night, try not to stockpile anything but fur food art and maybe stone blocks, put them in a shed and when full block it off and unzone it to help keep.the AI from thinking your rich and sending a 2000 man raid after you, once you have electricity progress as normal plus one extra researcher to combat research pentalty for tribals.

This assuming you have a growing peroid, if not im unsure how to make it work unless you get enough animals to hunt.
#6
Quote from: Fluffy (l2032) on August 26, 2016, 08:37:12 AM
Quote from: Flying Rockbass on August 02, 2016, 07:50:38 AM
Yeah... That US elections feel like Brazil. Everyone is a crook.

I would probably go for Trump, besides the radical vision, this projects may be stopped by other parties. And a country is a gigantic company, Trump know how to run one.
I would disagree on two counts; first a country is definitely not a gigantic company - a country, or it's government, has responsibility for the quality of life of all it's citizens. A company's first and foremost responsibility is feduciary, that is, make money for it's shareholders.

Second, that Trump knows how to run a country. Trump's business acumen isn't spotless, and he's not nearly as rich as he'd like you to believe. But more importantly, do you really want your country to be run as a business venture? Think that one through, please.

I wasnt going to say anything because politics is a minefield patrolled by rabid megaspiders and sythers while your armed with a loincloth and pointy stick but.....

While i agree the u.s shouldnt be run as a business i do think financally we are in trouble, during the obama years we almost doubled our debt, we have more people on welfare in a lot of areas then working and less people are paying taxes then are getting aid of some kind.

The u.s infrastructure is falling apart, Roads are in poor shape, Rails are deterorating, water power sewage are all rotting and falling apart, there are massive EPA and tax roadblocks to updating many factorys and powerplants mines ect that would modernize them reduce polution overall but massivly expand said operations, Which is preventing it from being economical to have low skill jobs in the u.s.

Our cost to go to school to get a better job is insanse with no assurance you can even get a job in your field, we are falling behind in education, skill, tech, and knowhow while demanding premiums in many cases for medocer workers when you can get the same worker for a 10th the price from say india or china, the fact housing in many areas due to rabid taxes regulatuons epa permits historical city crap and other thing combined with lowering wages making houseing nearly unafordable in some areas, added on to the massive inflation and fact a very large percentage of our government has never held a non government job well....

This country is sick and gnawing at its own entrails, a business man to get our finances on track to make our education on par and to find ways to reduce overhead while updating infrastructure to support the new generations of equipment and tech and somehow getting a handle on inflation is needed.

Im not saying i like trump, But i do think as of THIS time and place he has the skills to unfuck (sorry thats the mildest work i can find) this country and is again at this time and place what is needed, there are infact other reasons i voted for him, same as i voted for obama the first time and same as i will keep voting for who i think can do the most good or least harm.
#7
General Discussion / Re: A16 Hype
November 04, 2016, 09:31:49 PM
Quote from: Numar on November 04, 2016, 08:40:27 PM
Quote from: Arctic_fox on November 04, 2016, 07:51:00 PM
Quote from: Numar on November 04, 2016, 05:41:11 PM
Quote from: Tynan on November 04, 2016, 04:42:48 PM
Quote from: Numar on November 04, 2016, 03:44:20 PM
My biggest wish for updates is still improvement of user friendliness, though. Simple and small things which would really help in your daily colony life. E.g. copy&paste bills. More right click stuff directly on your colonists instead of searching the map for a single item. And many more.

General balancing and UI improvements are the other big focus of this alpha. Ison and I are working together; he's doing the code heavy lifting on the new world systems, while I do the design as well as a ton of balancing and fixing of older issues. So it's all getting covered. Expand and polish, expand and polish.

While I have a lot of respect for your work and love Rimworld, over time I've got many impressions that some QoL are...half baked, like you start working on it, but then stop at 50%. Many things feel inconsistent, to the extend that there are mods which try to close these inconsistencies. Maybe I'm too sensitive to small things because I'm a long term player since A4(?) with almost 200 hours on steam and many more in the pre-steam time that I should already be ashamed of myself... :D
The thing is, I still love to start a new colony, but at the same time, I'm afraid of all the tedious and avoidable work that I have to handle in my playthroughs.

I've already made some topics about that:
https://ludeon.com/forums/index.php?topic=14226.msg146967#msg146967
https://ludeon.com/forums/index.php?topic=5461.msg52139#msg52139
Maybe it's time for a new compilation :)

I'm happy that a lot of features were implemented, but since some Alphas now I feel like the QoL improvements are lacking too much. I'm talking about the foundation (handling of items/areas etc.) - with each Alpha there comes new stuff, adding to the complexity. But in my eyes, every Alpha expands the tediousness at the same time, with only little - and as mentioned above, half-baked - changes regarding QoL.

Despite all that, I'm really looking forward to what you have up your sleeve. As always, I'm fired-up for the new Alpha.

Well the thing with qol stuff, new content, fixing old content, expanding on content, bug smashing and ballance tweeks is he needs to spend time on them EVERY update to ensure they still work after stuff is changed or added, This is an alpha still i.e still adding to the game, hell he has even said that his strat is to get as much into the game as he can make it work reasonably well and move on until later, Otherwise each and every patch he would need to recode all the qol and bug fixes which slowly turn the progression of the game into an endless slog of qol updates and bug fixes that will slow updates to the point it turns into another "dead" half finished game, now obviously every so often it does need to be done just to tidy things up but this will be a uncommon thing every few patches as needed with only most requested being considered for every update and in many cases tossed into the do later pile as they will take too much time, honestly just expect qol, and bug quashing with more then general ballence to take a back seat to making the game work and getting everything packed into it.

As we get closer to beta you will see smaller and smaller content updates and more and more intense bug killing (too bad he introduced hives, The damn bugs breed like crazy and the code under the game where they come up must be like something from starship troopers) qol updates and fixes and ballence, then we go to beta where new content more or less stops in favor of making the game run smoothly then you get release where all the parts work together.

You gotta consider his team is small he dosent have a billion dollar budget with 6000 people working on one game he has a few dudes in a back room someplace with empty pizza boxes piling up doing all this work on their own, Also consider the game as it is, it is already as good as or better then anything say EA or blizzard would kick out and this is an alpha made by a few guys, not a game made by several hundred to several thousand workers in a fortune 500 gaming company with a near unlimited budget  that needs to bow to ceos and cram as much p2p and p2w in as they can manage and split everything into DLC while vomiting a new game put every few years.

I completely understand your points and you're not wrong. Sorry for being unclear, it's not easy to explain well. My main point is in this sentence: "I'm talking about the foundation (handling of items/areas etc.) - with each Alpha there comes new stuff, adding to the complexity." QoL regarding the foundation, which most likely won't change drastically anymore. I would be happy about small things already, I don't mean big changes.

Some examples of QoL I'd like to see:
- Copy&paste of bills from one table to another
- Text filter where it makes sense (ingredients, bills...)
- Why the heck is the hunting value in the colonist skill overview a mix of range and melee skill? Quite new, ok, but totally inconsistent.
- A better inventory (...with text filter ;o )
- More approaches to how to handle items, e.g.: right click on colonist, a right click context menu opens -> "Equip" -> A list of all available weapons. That's a lot better than selecting your colonist, search the map for the weapon and right click on it - all under the pretext that you don't accidentally click somewhere else, deselecting your colonist, starting the game anew. Or maybe with a better inventory system, right click on an item (which you found easily with the text filter), right click -> equip -> choose the colonist. There are already so many possbilities to make life easier in Rimworld.

Why is QoL so important to me? I've already built a lot of colonies. Not sure if already hundreds of, but certainly close to. After a lot of repetitions, even small things get annoying as hell. I may be a special case and not the mainstream Rimworld player, but that's my background.

PS: And let's cast away the alpha or beta label, after all, it's just that: a label, nothing more. Some released games can only dream of the condition Rimworld is already in.

Fair enough, i understand what your saying but again if he adds those he needs to update them every patch why bother when there are actully more then a few mods that adress the problem already? Granted some are bundled and some arent but everything you want is avalable in one mod or another, plus what your asking are things he likely has planned to add as the game matures.

Honestly your best bet for those is mods right now tynan is focused on the core first with all the fiddly bits in a minimalist setting, As for lables i only use alpha/beta as refrence points in language as its easier to say alpha then in stage where ty is adding and expanding crap primarally and polishing later.

But i do understand where you are coming from but for now i would rather him focus on content while mods and modders fill in the qol blanks for now.
#8
General Discussion / Re: A16 Hype
November 04, 2016, 07:51:00 PM
Quote from: Numar on November 04, 2016, 05:41:11 PM
Quote from: Tynan on November 04, 2016, 04:42:48 PM
Quote from: Numar on November 04, 2016, 03:44:20 PM
My biggest wish for updates is still improvement of user friendliness, though. Simple and small things which would really help in your daily colony life. E.g. copy&paste bills. More right click stuff directly on your colonists instead of searching the map for a single item. And many more.

General balancing and UI improvements are the other big focus of this alpha. Ison and I are working together; he's doing the code heavy lifting on the new world systems, while I do the design as well as a ton of balancing and fixing of older issues. So it's all getting covered. Expand and polish, expand and polish.

While I have a lot of respect for your work and love Rimworld, over time I've got many impressions that some QoL are...half baked, like you start working on it, but then stop at 50%. Many things feel inconsistent, to the extend that there are mods which try to close these inconsistencies. Maybe I'm too sensitive to small things because I'm a long term player since A4(?) with almost 200 hours on steam and many more in the pre-steam time that I should already be ashamed of myself... :D
The thing is, I still love to start a new colony, but at the same time, I'm afraid of all the tedious and avoidable work that I have to handle in my playthroughs.

I've already made some topics about that:
https://ludeon.com/forums/index.php?topic=14226.msg146967#msg146967
https://ludeon.com/forums/index.php?topic=5461.msg52139#msg52139
Maybe it's time for a new compilation :)

I'm happy that a lot of features were implemented, but since some Alphas now I feel like the QoL improvements are lacking too much. I'm talking about the foundation (handling of items/areas etc.) - with each Alpha there comes new stuff, adding to the complexity. But in my eyes, every Alpha expands the tediousness at the same time, with only little - and as mentioned above, half-baked - changes regarding QoL.

Despite all that, I'm really looking forward to what you have up your sleeve. As always, I'm fired-up for the new Alpha.

Well the thing with qol stuff, new content, fixing old content, expanding on content, bug smashing and ballance tweeks is he needs to spend time on them EVERY update to ensure they still work after stuff is changed or added, This is an alpha still i.e still adding to the game, hell he has even said that his strat is to get as much into the game as he can make it work reasonably well and move on until later, Otherwise each and every patch he would need to recode all the qol and bug fixes which slowly turn the progression of the game into an endless slog of qol updates and bug fixes that will slow updates to the point it turns into another "dead" half finished game, now obviously every so often it does need to be done just to tidy things up but this will be a uncommon thing every few patches as needed with only most requested being considered for every update and in many cases tossed into the do later pile as they will take too much time, honestly just expect qol, and bug quashing with more then general ballence to take a back seat to making the game work and getting everything packed into it.

As we get closer to beta you will see smaller and smaller content updates and more and more intense bug killing (too bad he introduced hives, The damn bugs breed like crazy and the code under the game where they come up must be like something from starship troopers) qol updates and fixes and ballence, then we go to beta where new content more or less stops in favor of making the game run smoothly then you get release where all the parts work together.

You gotta consider his team is small he dosent have a billion dollar budget with 6000 people working on one game he has a few dudes in a back room someplace with empty pizza boxes piling up doing all this work on their own, Also consider the game as it is, it is already as good as or better then anything say EA or blizzard would kick out and this is an alpha made by a few guys, not a game made by several hundred to several thousand workers in a fortune 500 gaming company with a near unlimited budget  that needs to bow to ceos and cram as much p2p and p2w in as they can manage and split everything into DLC while vomiting a new game put every few years.
#9
Quote from: SymbolicFrank on November 02, 2016, 10:06:06 AM
Tackling Ancient danger / poison ship / psychic ship without building a turret wall often gets colonists killed in my games. Or get them things like fractured spines / destroyed stomachs and such, which you cannot heal.

I have no idea how I should do that without power armor and only a survival rifle and pistol.

I play on Randy Random / Rough.

I build a long tube out of wood with stone doors and have a colonst pop out of one door take a shot and hide and when all of whatever turn to said pawn have another take a shot from behind rinse and repeat untill dead.

Then i build little rooms around the cyro pods stuff 2 heaters a pop and a few batterys and as little wire as i can use from my base in and have all my colonsts at one tube and pop the lid if they are hostile i crank the heaters to max until they go down and the one with 4+pawns around him gets beaten to death with swords, if friendly i see if they are worth keeping if i have enough beds i take em to my base if i have more recruits then beds or they have a luci addicition they go in the pod until i can make use of them if they are worthless i either sell them or let em bleed out and turn em into food.
#10
Ideas / Re: Self Help
November 02, 2016, 06:00:51 PM
Quote from: Lizardo on November 01, 2016, 02:53:51 PM
How much of a penalty do you need to put a bandaid on yourself?

The only requirement should be consciousness and a usable psudopod.

I would love to see you patch your self up with little/no medical knowledge and a bandage  while you have a broken arm and 12 gunshot wounds, or to patch up your own arm after it gets blown off and fills your side with shrap or patch your leg laying in the dirt with no medical supplies on hand after a suv sized megaspider chews it off and is attempting to eat your face.

Or to apply said bandage to a full body third degree burn and broken nose when you get hit in the face with a molotove, frankly humans have a pain threshold, there should be a point where a wound is too severe to patch up on your own, sure a single gunshot to the shoulder or a few bruses or mildnto moderste cut are one thing, and if your a doctor or medic you should know how to treat your self to an extent which would make worse wounds self treatable but there is a point where you go into shock or blood loss makes you lose your ability to think and someone else needs to help you.

Besides a bandage aint going to fix half the crap we do to our poor pawns.
#11
General Discussion / Re: Deadly log o psychiatric help
October 20, 2016, 07:15:21 PM
Quote from: Shurp on October 20, 2016, 07:38:26 AM
I've never had this happen.  I often wind up with missing fingers but never limbs.  Are you sure one of your colonists isn't carrying a gladius?  Also, do you remember to tell them to stop once he goes down?  They'll continue beating him to death if you don't.

I checked again today played at 1x speed double checked it was a log and on second hit colonist died :/ next try with ALL mods uninstalled just base game the colonist hit with the log lost an arm and leg, on third test guy with log got beaten to death by the pawn he was attacking, pawn had only fists, fourth test pawn being attacked died again.

At this point using a pistol or rifle seems to work better.
#12
Ideas / Pickles, Curing, and Canning
October 20, 2016, 06:09:04 AM
So i know there is a mod of this already but i think it could use some twists and get added to the base game as we do need more ways to preserve food, Pemmican is a good stopgap but i think ways to preserve just veggys or just meat are also needed so we have less reliance on giant freezers or rooms stuffed with pemmican for everything.

Historically pickles and cured meats have been around in one form or another since biblical times, And canning was invented in the 1800s, It would make sense for a colony to be able to use these tools for food preservation.

I think having a way for backup long term food storage incase of solar flare/raiders destroying power generation thats not a mix of both produce and meat would be intersting to have, Not to mention it gives places like desert extreme desert ice sheet ect with limited acess to meat or produce early on a decent way to make a stockpile thats not either putting aside meat or survival meals, They would also make a hell of a good trade item, and help clear up needing zones and forbidden on survival meals for emergancy backup.

Now a big downside to these are things like E. coli, botulism, and some kinds of toxic molds or tapeworms for example when improperly prepared or damaged, That and the need for salt or metal (cans) is needed for a more intersting ballenced approach that the mods leave out.

I dont know, Its just something I would like to see, Namely having more food storage options.
#13
General Discussion / Deadly log o psychiatric help
October 20, 2016, 12:48:59 AM
So title pretty much says it but I've tried to use a log to knock some sense into a dazed or berserk pawn and the last 10 times in a row i have used it one of the pawns dies or loses 2-3 limbs....every time, Am i doing something wrong here? or is RNG just trolling me?

Either the pawn dies, The pawn with the log dies, or limbs are destroyed and in one case both pawns died one from a crushed skull the other died as he was being rushed to a bed sans both legs, One wasn't armed the other had a log.....
#14
Ideas / Re: Sandbags not stacking properly
October 16, 2016, 10:06:21 AM
well to be fair in the context of this game sandbags are stacked as bullet shields so having an empty place in the middle makes more sense then a flat surface you stand in the open atop of, sandbags used for flooding would be solid squares, sandbags used as a bullet shield.....not so much
#15
Stories / Re: The outcasts of Fox peak.
October 11, 2016, 07:17:59 PM
Quote from: MeowRailroad on October 10, 2016, 07:40:19 PM
He also makes a mean human gumbo that makes him a favorite at any party.

Who was it that said the quotes about Rimworld are one of the best parts?

not sure but a lot of stuff we say in this game would have people slowly backing away calling 911 (or your countrys equivalent) without context, Also sorry for the poor story skills i rarely do these and always think of my games as being in the 3rd person hoepfully it gets better as i warm up XD