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Messages - Kagemusha

#1
Ideas / Re: insignia
April 16, 2015, 01:25:45 AM
This is actually quite a nice idea.

The military ranks might not make enough sense for a colony unless one wanted it to be a military colony. Don't see too much need for it to be implemented even though I would personally like it.

The medals idea might be a good thing to look into though. Probably something that the AI handles rather than us being able to award them.

Promote/Demote btw.
#2
Yeah. Basically it's the standard gameplay.
Roleplaying that your new colonist is a slave but having to use them like a standard colonist in order to not die tends to make the disbelief stop being suspended.

The older versions did have a Fear vs Happiness set up and many people did run their colony through fear. Whichever was higher, fear or happiness, would basically be what we see now as morale or sanity. It might re-appear later. I think it's been cut down to one aspect to simplify things during development.

Personally I don't think we should want to take the 'evil' route. There's one thing to be said for giving people options but it's a whole other consideration when it would halve the production potential but splitting resources into two different methods of colony maintenance.

Pretty sure somebody will eventually mod it in but I wouldn't want to see it in vanilla myself.
#3
General Discussion / Re: Call for public testers!
February 15, 2015, 08:25:57 PM
I am ready, willing, and able for this assignment.
Sign me up.
#4
Ideas / Re: tent for outside?
February 12, 2015, 10:59:35 PM
Agree with Skissor.
Isn't something that is needed at all.
#5
Ideas / Re: Random Landing Site Option
February 08, 2015, 07:43:33 PM
+1 all the way.
I always want a random start and twitch my mouse around with my eyes closed and stop on a location...this is not an elegant system :P

I think randomizing a smaller section should be how it runs. We have minimal 'retrothrusters' on the crash pod and can select a crash site within a few blocks of a chosen grid point.
#6
QuoteWhen is RimWorld coming out on Steam?
-When it's ready. There's no anticipated release date. It is greenlit, though, so it will be on Steam - some day.

From the FAQ.

The only person who knows when it will be put on Steam is Tynan and as of now this is what he knows. The rest of us know less.
#7
Ideas / Re: Nitpick on decimating alpha beavers
February 04, 2015, 11:04:49 PM
If we want to be truly nitpicky then we shouldn't use decimate for any other instance other than punishment for Roman Legions. That was the only instance when something would ever be decimated.

Nothing ever really gets decimated these days. If we want to get super technical.

"Alpha beavers threaten to devour every tree in the region. "
Since really they are eating the trees rather than destroying or killing them.

And Reptavian I personally just go annihilate the Alpha Beavers so I have never seen them leave. I assumed they would probably eat all the trees or simply leave after a certain time.

Not really a threat in anyway. I see it as free food and skins.



#8
Ideas / Re: Upgrading the prison
February 01, 2015, 07:53:08 PM
Imprisonment is meant to be short term in general.
A short time during which you either choose to release them (since they are undesirable) or recruit them.

Implementing extra systems in order to allow you to have prison labour would be unnecessary.

With regards to the OP: I think something as simple as a "prison door" would be very desirable. The ability to allow each prisoner to have their own cell and have access to a communal dining area would be a great addition.

That being said it's not that much of an issue to have a the mood penalty from sharing a room...except for the first day after the raid that got them captured. I've found that I have less issues with prisoners now since I am more selective in which prisoners I capture.
#9
Ideas / Re: Your Cheapest Ideas
January 29, 2015, 10:23:50 PM
Quote from: StarBlazer on January 29, 2015, 08:57:54 PM
Hm..not exactly sure whats cheap mostly cause I never developed anything but Muffalo stampede? A few muffalo's got spooked and startled their herd and they head for your colon.
*Chortle*
The perils of that 'y' missing could be a rather painful suggestion

Quote
Also when you build a Trade Beacon, a stockpile spawns in its radius automatically just for ease.
I feel that I recall seeing somewhere that that has finally become a thing.
#10
Ideas / Re: Saturation?
January 29, 2015, 01:15:46 AM
Personally have never even looked or noticed, but if that is the case I think it's a simple enough suggestion to change it. Saturation certainly is inappropriate when referring to a colonists satiation levels.

A good suggestion and one that should be super simple to implement I would think.
#11
Ideas / Re: Trigger-based dynamic trait changes
January 27, 2015, 09:55:07 PM
I really like the sound of these ideas.
Anything that creates an altering landscape is a nice addition.

Would enhance the natural story generating dynamics in the game very nicely.
#12
Ideas / Re: Saturation?
January 27, 2015, 08:47:53 PM
I'm glad you feel like saying these things but unless you are making an actual suggestion then maybe putting it in the suggestions section is a little bit silly.

Maybe you have a suggestion hidden in there but why should we take the effort to infer it?
#13
Ideas / Re: Console version
January 21, 2015, 10:22:03 PM
Without some pretty heavy reworking the game would not port into a console controller scheme very well. I personally don't see any reason for the effort to be put into this type of endeavor.

"PCMASTERRACE!" comments aside, this game and games like it are awful to play on consoles. If it were just that in the way I would say go ahead and let people play the game in a less enjoyable way. But, it would detract from actual game development to port it across so I would not even consider it a potential in the future of RimWorld.
#14
Ideas / Re: More Uncertainty!
January 18, 2015, 08:27:09 PM
+1

Really like this idea too. I'm too picky and when I can see their stats/traits I can indulge that picky-ness too easily.

Surprises are good. The fallen caches as well should be in the form of caskets. I really like that idea.
#15
General Discussion / Re: social experiment
January 07, 2015, 07:16:28 PM
This sounds like a great social experiment. Also a pretty cool way to see how the game pans out for different people.

A query I would make is whether we allow save scumming or that sort of thing. I have a habit of reverting to an autosave when RNG just wrecked me. If the mistake lies with me then I roll with it but when it feels like something in the game mechanics caused a result that I did not expect then I reload. (Also when I forget to remove a roof zone and deconstruct a room or something like that).