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Messages - CodeRen

#1
I was surprised to see fuel doesnt explode and cause massive damage. It doesnt punish someone for leaving it around like shells do. They should start fires really quickly and spread. Raiders should also try to hit them maybe? That would be cool.

Either way I am really liking this update. More world events are needed, but my favorite event is when your caravan is attacked. Some of the areas generated to fight on are so cool. I had this one battle where we camped out in some ruins and mowed down a bunch of melees. Super cool!
#2
Ideas / Re: forced prostitution
December 17, 2016, 12:02:07 AM
Quote from: Elixiar on December 16, 2016, 07:34:45 PM
To be honest, I really don't see the problem with this. I've wanted to make an 'evil town' since alpha 3 when the game decided to veer away from that.
Just because it's in the game doesn't mean everyone has to play with the feature. I mean as has been said before. You can literally capture a *friendly* ally, imprison him, beat him, forcefully cut off his legs and then proceed to harvest him of his vital organs until death. Going further than that, you can then burn him alive, cut him up into slabs of meat and make furniture from his skin... Then there's also drugs.

Is this suggestion *really* going too far? The game doesn't need to be blunt about it. Simply having the title as "*personal slave *" would be fine that you can occasionally see going to the slave masters room and seeing some love hearts.


The only reason people see this as bad is the taboo of it. But we have become so normallised to the type of content I've just mentioned that really on the moral scale this doesn't come close.

I know I for one would enjoy this feature. I want to play the bad raider town in Rimworld, let me be the pirate. Let me raid, cannibalise and enslave the outlander towns. I want to make a tribal village that is to be feared in all manners.

There's torture, there's murder, there's cannibalism, there's drugs, there's harvesting, there is cheating, there is awful sickness's like dementia.

"Personal slave" wowie. Big deal.


Basically this. Rape happens (Wish it didnt) and sexual urges happen as well. People talk about survival like sex isnt warranted here, but after a while by yourself or others for years you would want to have sex. And if not add rape why not what he is suggesting?
#3
pet armor!
#4
Honestly its pretty difficult to see who has weapons when making a caravan. Sent an unarmed pawn by accident and to not relive that mistake I have to exit out to my colony to recheck and then enter the caravan menu again ):

Also, like the new clothing debuff but maybe make it slightly smaller in amount? I think that should fix it and make everyone happy.

Why cant my doggos be pack animals yet they can haul? I think most animals that can haul should be pack animals! it would encourage more animals in the colony.
#5
Quote from: Zhentar on December 14, 2016, 02:02:21 PM
Tynan, could you clarify the intended behavior of animals eating random ingestibles (and how you want players to respond to it)? You posted in the bug thread for it "Keep your drugs behind doors!" but animals will go through non-forbidden doors and leave their allowed areas to eat drugs.

Yeah my muffalo ate luciferium D:

They just eat it what do I do?
#6
So I attacked 2 bases and completely destroyed the enemy even though I had about 5 people. They had like 10 people? Anyway I can kill them one by one and they they dont all come out until most of them are already dead. Im not sure if they should know im here automatically when I spawn in, but currently they are way to easy to gank. Imagine if I had a few snipers?

Why cant we enter individual zones rather than just settling it? I thought in this update I would run out of resources in my cell and then just go to the next doors one and take from there without settling in it. Still a great update tho!

Also picking up the items is a nightmare. I have to claim the doors and then click the items to be picked up one by one. I dont think the menu where you can reform the caravan and select what items you want from the destroyed outpost is working as intended.

Really excited about this and a cool story that happened was that for some reason when one of my pawns got downed and I had them pick her up and take her away from here, she made her own caravan and then an AI caravan showed up and I accidentally attacked them and its just my one pawn with her dying friend in a small map because it was mostly mountains. I had her find some nearby ruins and wall herself in there. Imagine in a month the stories that will be generated? Great work!
#7
Bugs / [A16 Unstable] Can't reform caravan
December 12, 2016, 06:50:43 PM
After attacking an outpost, when I try to reform it says "you must assign at least one non=downed colonist".

Cant get them back home or to leave out of the cell they attacked.

Mod Edit (Calahan) - Added "[A16 Unstable]" to the title for clarity.
#8
Ideas / Re: Do we really need rimkids?
December 09, 2016, 10:28:06 PM
DF had them, so its cool. Also, with the new world features you will want more people, and i dont want multiple colonies of random joiners or slaves. Raising pawns in a16 and beyond will make much more sense. In a game focused on storytelling, what other story is greater than a pawns entire life until he dies?

Also this
Look what he said about kids here recently:
https://twitter.com/TynanSylvester/status/794003347376377856
https://ludeon.com/blog/2016/01/progress-continues/ -- Here he says he hasnt added kids YET
#9
General Discussion / Re: Rejecting Wanderers
December 05, 2016, 06:09:11 PM
I want to be able to reject random wanderers joining.
#10
Ideas / Re: Different Species - Sapiens and Animals
December 05, 2016, 03:26:14 AM
From Tynans steam page early access info on what he plans to add next:


More animals, plants, and biomes.
Archaeology so you can dig up and study powerful but dangerous ancient artifacts.
Dynamic conversation simulation.
Deeper melee combat simulation.
Randomized or configurable starting conditions.
More quasihuman races - dwarflikes, elflikes, and others.
Many more!"

So he is planing on different races and if you read the rimworld lore pages it talks about different humans who evolved differently based on planets.
#11
General Discussion / Re: Latest update ffor A16!!!!!!!
December 02, 2016, 12:47:28 PM
Quote from: Andy_Dandy on December 02, 2016, 09:50:34 AM
Quote from: Profugo Barbatus on December 02, 2016, 07:50:29 AM
Quote from: Lightzy on December 02, 2016, 02:44:30 AM
I'm not sure those pods are meant for launching though.
For some reason it doesn't make sense to me in the context of the game.
Why add caravans and make such a big deal out of them (and they ARE fucking cool), if you can do fucking drop-pod assault.

I'm not sure what the use of the drop pods is but I do hope it's not that.
Maybe it's for containing stuff that goes with your caravan? I dunno.

Would totally take the novelty and coolness out of the caravan concept if you could ignore it completely and just shoot stuff wherever

Nah, it makes sense. The caravan pictures we saw have some significant travel time, and have to be supplied (Food) for said travel as well. Potentially at risk of ambush as well. Drop pods would very likely be expensive, requires this fuel resource, and preparation in advance, and in return offer that rapid speed action. Ground Caravans likely also would have SIGNIFICANTLY higher carry capacity.

Its a trade off, speed or resources, and I think it'll work quite well.

BINGO!


I think you are wrong and that thats a vehicle and the pods are used to enter it and sit down. Like seats in a land vehicle.
#12
Quote from: billycop32 on December 02, 2016, 01:09:20 AM
I kindly refer you to the "frequent suggestions" pinned thread in the suggestions board for babies/children
https://ludeon.com/forums/index.php?topic=12024.0
Tyran does not like saying what features will be added, or when, so these questions are kinda mute. I'll still go over each one and give you my opinion of their chance of being added.

1: watchtowers are unlikely, I'll explain more in number 5

2:see above link, this is a feature asked for and discussed multiple times. the chance of it being added are close to 0%

3: having two weapons has been debated for and against for some time. you can probably find mods that support this already, and I would't be surprised if ty adds them.

4: (again, OPINION) this one i'd say yes. between the nature of space and how much time has passed, it would be logical for rimworld to have them. the mod community is on point for this one, and has added it already. tyran has also hinted at the possibility of different sentient species being added through the information screen on the colonists.

5: siege weapons are already in the game. (mortars) and both sides use them. as for walls being impervious, that would promote too much turtling,so don't expect it. rimworld is already having issues with turtling players staying inside mountains, so adding more items such as invincible walls or watchtowers that add more "fort" probably are counter to removing that.


Babies/children having a 0% chance?

Look what he said about kids here recently: https://twitter.com/TynanSylvester/status/794003347376377856
https://ludeon.com/blog/2016/01/progress-continues/ -- Here he says he hasnt added kids YET

Stop spreading misinformation. He said no to Z levels flaout. NEVER said no to babies.
#13
Ideas / Re: Slavery (and "freed slave" buff)
November 29, 2016, 01:29:55 AM
this!
#14
Also maybe not only limited to weather. Temp raider bases (Toll gates, slavers) and maybe a raider faction got so big that it has its forces patrolling the area looking for anyone to kill/enslave?
#15
General Discussion / Re: A16 Hype
November 19, 2016, 12:08:37 PM
Quote from: Jaridan on November 13, 2016, 10:40:38 PM
DF is not a commercial game though, they don't need sales.

Also children don't just "die" in rimworld you can do quite some stuff to make them die or after they die.

The problem is the same why games with the swastika are banned in germany even though it's "just" a game.


Yeah you can do a lot to them but really they are a basic sprite on the screen and most of the time you wont even know whats up with them unless you look at the health tab, so its not like fallout or gta introducing kids being killed. This game and the way its designed works perfectly to have kids in it.