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Messages - ZE

Pages: [1] 2 3 ... 6
1
Releases / Re: [B19] A RimWorld of Magic
« on: September 23, 2018, 01:04:37 PM »
i keep tryin to write a comprehensive list of things but then i forget to finish it and lose the whole thing by some mishap.... lemme try something smaller, just immediate thoughts lol

Priest : Violence incapable == bad, i get what u were going for, but it feels wrong.  in alot of games like final fantasy and.... more final fantasy, "white mages" or priests, do cripple them in a way making them less physically capable, and real world priests you dont see often in combat.  but being able to heal shouldn't render a pawn incapable of self-defense, i had the unfortunate luck to have my healer all i had left in my base, and it sucked hard.
-

Arcane Mage (Arcanist?)
-Blink : i have a fondness for blinking, i think if you could right click it to have it autocast for fast travel, it would be epic. perhaps as a level 4 or 5 gated behind a quest or something,  you overwrite regular movement to have a pawn blink to a destination or as far as possible in the direction of the destination, and again when the cooldown hits 0 automatically.
-Summon : the name is a little confusing considering it belongs to an arcane mage not the summoner... i had a suggestion for it before but it eludes me at this point in time...... anyhoo level 4 or 5, during the casting time it has a vacuum effect, drawing in from adjacent tiles and pulling all that is on the tile
-Shadow : Sustained effect, no mood decrease, smaller radius, 10% mana per target

Draw Heat , Power Node, Dispell heat etc. : Sustained effect

i know i suggested before unbinding spells from classes and have a more open ended class system, and that would require a huge rework, so i wont mention it again, but i think individual spells could use levels too, be it re-reading scrolls or some other means

sustained abilities with checkmark to show they are on, and x to show they are off, sometimes it can be hard to tell you have an abilty active, example : bard

2
just a FYI @ Rah
bionics clock in at 1.25 now
archotech in at 1.50

an advanced bionic leg at 1.50 is as good as archotech
an advanced bionic arm at 1.60 is better

you may want to nerf em or just call em archotech

3
Releases / Re: [B18 - 0.19] A RimWorld of Magic
« on: August 20, 2018, 07:26:46 PM »
You're referring to classes like Ranger which has multiple levels right?

not the guy who makes the mod, but i think it might be possible of classes were transfered to hediffs and all that remained as traits were gifted. 

as for the other part, you want to have specific classes enabled/disabled in mod options?

4
General Discussion / Re: Unstable build feedback thread
« on: August 17, 2018, 11:44:24 AM »
this isnt my playthrough but it does contain some information ya'll should be privvy to

https://www.youtube.com/watch?v=0qgg-vjZMBc

20th episode u may need to go back a few, shows the complications of caravan life.  things like living on the road isn't factored in to raids and such and he has had quite an easy time as a result.  ambushes by 3 people cuz your whole colony is in transit is funny when you have like 7 dudes to shoot em to death.

the caravan crazies (tm) where you are gathering people together and it takes so long they go on mental breaks is also a frequent issue in this series.  If you have the time you should watch it from the start, its quite informational as its an entire playthrough, and the youtuber does a good well at documenting every SINGLE thought he has lol

a few QoL things he does can be gleemed from his playthroughs that would be cool if it were made standard, like having a "meat spot" next to a stove to speed cook.  i wont go into everything as i dont have the time at the moment, but its quite informational for sure.

5
Releases / Re: [B19] Hospitality (v1.19 - updated 09.08.2018)
« on: August 09, 2018, 10:23:22 PM »
lol that game looks hilarious looking forward to testing w/b19 hopitality when i get the chance

6
General Discussion / Re: Has anyone seen the "Stranger in Black" yet?
« on: August 07, 2018, 09:52:06 AM »
i had a stranger help me once, i fell asleep after a hard days work, left my game running, apparently i got several raids, and in one of them she appeared.......... i awoke to 1 colonist still alive, and it wasn't the stranger lol.   so  i dont know if they are OP or not, but considering she was a corpse..... lol i dont think so

7
Rah perhaps a new name other than advanced bionics? since these are upgrades rather than a completely new tier.  how about Bionic Arm (Plus) or Bionic Arm (Upgraded) or Bionic Arm (Advanced) even, helps the sorting i think

on that same page, would be cool if there were upgrades to prosthetic, synthetic and archotech, a mid-ranged boost

if ur on discord, i'd be willing to assist, link me

8
Releases / Re: [1.0] Archotech Expanded
« on: July 18, 2018, 04:02:56 PM »
Archo was supposed to be quest reward tier stuff.... being able to make it should require something hard to get.  Im thinkin....  you make a quest for it.  a random signal picked up that leads you to a crashed ship / factory, with defending mechanoids / turrets, and ambushing factions, your reward being an Archotech Fabricator, like the regular one, except it prints higher tech stuff, and requires more juice.

could be a crazy hard mission, to balance its usefulness, and/or it can't be moved only used where it is, forcing you to set up a second colony there.  and while you own it, it's constantly under raid every few days by jealous factions

each base would contain
1 Archotech fabricator in varying state of disrepair. 
0-2 Archotech cannon or whatever you feel like calling it
0-1 Damaged Archotech AI, an immobile "prisoner" you can recruit, and build a body for
4-8 Turrets / Autocannons
3-5 Damaged Vanometric Cells, outputting half the power

9
General Discussion / Re: Unstable build of 1.0 available
« on: July 07, 2018, 10:56:39 AM »
Some posts were removed; this thread is for discussing play experiences, not open-ended suggestions, theorizing, or questions.

This thread is not for discussing the change list. Discussions of or questions about the change list will be deleted. This thread is for discussing play experiences and giving feedback based on play experiences. You're welcome to make another thread to talk about the changelist if that's what you want to do.

i actually didnt know this, i too am guilty of just suggesting things. my bad.

most of my play experience is tainted with mods, so its not entirely genuine, perhaps i should give it a go and report.  but even without playing the base, and just with mods, i do feel strange about the wetness thing as i had posted in the past.... that being said i wont just post suggestions again without some gameplay to back it up

10
General Discussion / Re: Unstable build of 1.0 available
« on: July 03, 2018, 01:19:47 AM »
Soaking Wet is a strange debuff...

lemme gather my thoughts....

i posted this before

"shallow water - wet
chest-deep water - soaked
deep water - drenched

drenched - lowers personal temp by 10 fades to ;
soaked - lowers personal temp by 6, fades to ;
wet - lowers personal temp by 4

shade also lowers personal temp by 6
and wind multiplies these by up to 200%, so a pawn can seek cooler temp in shade and in water, and the breeze too can lower your temp, so extreme desert survival can be possible but also ice sheet survival can be even harder"

perhaps what we need is a wetness counter, getting a little wet in the rain can turn to soaked and drenched over an hour in addition to what i said regarding the water depths, counter decreases over time depending on heat, a drenched colonist in 30c can dry in an hour, a drenched colonist in 0c will stay wet and die of hypothermia.

naturally wetness temp is like -10 / wetcount * windspeed

light > 50% increases drying speed, as well as temp

mood debuff should only count for clothed people, or cold people, nekked people in the sunshine love water, save for those with traits that tell them they dont like water, they should love it.  you can even include a trait for weirdos who love soggy underwear perhaps on a spectrum. 

soggy undie lovers
normal
aquaphobes

+++

swimming as a stat and a trait to match

fishlike - 100% ignores water speed reduction
olympic swimmer - 50% ignore
normal
sinker - 50% increased water reduction

oh maybe muddy should be a thing from soaked + walking through dirt and/or mud

also maybe quicksand, u dont want your pawns standing in that
on the same thought, tarpits...... u def dont wanna stand in that

...... falling asleep......... goodnight

11
General Discussion / Re: Unstable build of 1.0 available
« on: June 29, 2018, 08:21:42 AM »
i dunno Tynan, u should watch johnwick 1 and 2, some people are pretty proficient with guns, even at close range

i think a person with sufficiently high shooting shouldn't even be approached, should be labeled babayega and you should just leave his dog alone

12
Releases / Re: [1.0] [KV] Change Research Speed [ModSync RW]
« on: June 28, 2018, 02:35:49 PM »
you linked adjustable trade ships

13
Releases / Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
« on: June 26, 2018, 09:32:46 PM »
eeeww dude........ why didnt you think of that earlier? hygene is important, i hope you realize that IRL!

you dont have to worry about me borrowing your keyboard or mouse..... and dont you even think of making me a sandwich! NASTY!

14
suggestion, battlemounts to have the same naming scheme as the rest

GiddyUpBattlemounts instead of just battlemounts

15
General Discussion / Re: Unstable build of 1.0 available
« on: June 24, 2018, 02:16:52 AM »
i guess in addition what i posted before regarding cooling and water, swimming traits that give movement speed boosts in water would be interesting..  it would be hilarious to see a raider skip a river you was using as a chokepoint to melee your people from behind

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