Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Scelestic

#1
Ya.. Owch. I can't even get a proper base going.. 2nd Raider Attack always just kicks my butt.
#2
Quote from: Greiger on November 03, 2013, 11:55:24 PM
So will I be able to use my unicorn manure to fertilize my facebook friend's crops?  I mean that stuff is pretty premium, might need to convince them to trade you some extra lives for it.

I'm Commander Shepard and this is my Favorite Post on the Forums.
#3
Quote from: Tynan on November 03, 2013, 04:42:09 PM
The votes of confidence are greatly appreciated!

QuoteWhy then is he ignoring my idea for tiny fluffy pink unicorns so the colonists have something to cuddle at night?

I'm definitely doing the unicorn thing; it'll be the first $5 in-app purchase.

I imagine you'll have a Unicorn Cap though right? So in order to get Fluffy Unicorns for all of your colonists you have to pay an additional $5 per Colonist to just have the capacity for that Unicorn!

Genius!  8)
#4

             _
            /(|
           (  :
         __\  \  _____
       (____)  `|
      (____)|   |
       (____).__|
        (___)__.|_____
#5
Quote from: GC13 on November 01, 2013, 08:03:08 PM
Yeah, what we really need is an Alien mod. Good old-fashioned Xenomorphs who move in and gestate in people's stomachs.

We'll really need a reason to have more sprawling, expansive buildings then. Where are the aliens going to lay their eggs? In the cafeteria?

I could imagine Colonists would feel a bit sick after that when the chef in the cafeteria asks if they want their eggs sunny side up...
#6
Quote from: Yarkista on November 01, 2013, 07:57:20 PM
Eh, I dislike zombies but modders can do whatever they want I suppose.

That's fair. Zombies have gotten rather over-used, but.. the context of RimWorld and having to scrape by on an Alien World is ripe for all sorts of Zombie'esk Situations. If not straight up Zombie, Colonists could get infected with some strange alien disease or virus that makes them go crazy.
#7
Support / Re: Newbie questions!
November 01, 2013, 07:58:44 PM
Quote from: jahrein on November 01, 2013, 07:57:59 PM
Quote from: Scelestic on November 01, 2013, 07:55:38 PM
wait.. Quick question, how'd you get the client? I backed the game a day or two ago.. never saw a link or such. Thought we had to wait until a week or two after the KS ending.
press release
Oh! Gotcha.
#8
Support / Re: Newbie questions!
November 01, 2013, 07:55:38 PM
wait.. Quick question, how'd you get the client? I backed the game a day or two ago.. never saw a link or such. Thought we had to wait until a week or two after the KS ending.
#9
\o/ Wooooo.
#10
Quote from: DeltaV on November 01, 2013, 07:19:44 PM
The funny thing is, a zombie mod probably wouldn't be too impossible to make. You already have basic functionality of a group of enemies that spawns and attacks your base put in with raiders. Change some textures, give them abilities by 'equipping' them with weapons that 'spit' acid or cause explosions or whatever, hide all the character and thoughts menus and such, and there you go

True! I'd be interested in seeing a Mod that implemented a Zombie mod as a chance disease that one of your Colonists can catch from Radioactive Monkeys throwing their poop. That way the 'origin' is from within your own compound.
#11
Zombie Mod would be rather fantastic for Rimworld! Sounds like alot of fun actually..

Quote from: Zorbane on November 01, 2013, 04:21:37 PM
List of basic things I'd like to see (and expect)


  • Weapons
  • Animals
  • Structures/Furniture
  • Professions
  • Graphics/Tileset
  • Events

All such things would be nice.

Although makes me curious that since Modding is packaged into its own Module.. Will Tynan not worry about it while working on other Modules, or will Modules be built with modding in mind?
#12
General Discussion / Re: Why did you back Rimworld?
November 01, 2013, 02:08:46 PM
I hadn't heard of the game until i saw a video on it by Scott Manley, and like the poster above.. Spacebase DF-9 is interesting but it is lacking in content right now- but it did incite my need to find a game like it- In comes Rimworld.
I like the concept of Rimworld, although I have yet to actually play it. The semi-survival, semi-strategy, all simulation rather easily drew me in and had me interested in what the game would be like in a few months with more development.
#13
Ideas / Re: Your Cheapest Ideas
November 01, 2013, 01:59:59 PM
Quote from: CosmicKobal on November 01, 2013, 01:49:19 PM

That was basically what I had in mind as well. If there was some kind of fenced area large enough to be called a 'pasture', then you wouldn't even need to feed the animals as they could just forage. I imagine that would eliminate at least a little bit of coding.

Yeah- I was thinking about that as-well. I believe Muffalo already graze on grass. So an open(ish) pasture could work splendidly. I guess the ability to 'harvest' or get food from Animals is the only thing explicitly needed to add farming, since I don't believe animals can just.. disappear.
#14
One thing that has me interested is the modding module that'll be coming some time down the line. Personally I'm excited to get my hands on it and play around with the game- that said.. The extent of the capability of mods has yet to be really talked about (as far as I have found.. just started coming around the forums).

So! I'm curious as to what all of the modders would like to see out of the Modding Module. Also for those of you who are looking forward to using mods, what kind of mods do you want to see?

I'd like to see the ability to modify pawn behavior, and the ability to create new object types. So new room types, and resources could be created.
#15
Ideas / Re: Your Cheapest Ideas
November 01, 2013, 01:39:32 PM
I figure I'll throw my hat into the ring with a seconding of Animal Husbandry.

This seems like it could be implemented on a 'cheap' level by just reusing the colonists ability to capture other humans and place them in a jail area. Colonists could simply capture animals and put them in a pen area to be harvested for food at a later time, although the animals would need to be fed.