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Messages - Vylsok

#1
Ideas / Re: Based on New Update: Climate Effect
August 13, 2014, 01:54:13 PM
It could also be very easily exposed for modding as well.  Clothing modifiers would be easy too <protectsfrom /> then have options like exposure, sunlight, wind, rain, etc.

Nobody like to wear cotton in windy cold rain.  I feel a mental break coming on... :)
#2
Ideas / Based on New Update: Climate Effect
August 13, 2014, 12:26:43 PM
I just read through the new update and it looks great.  The part about the coasts not having any function (yet) piqued my interest. If you combine it with the new detailed level of health, adding climate to the game might be simple and extremely useful!

The most simplistic way to add it would be to add temp and wind as modifiers. Wind plays an integral part on the effect of the human body and possibly even adding decay to objects and structures.

Area of effect could be calculated similar to the "home" area feature, and objects, biomes, and other aspects could be used to modify "zones".

Temp: v. hot, hot, warm, nice, cool, cold, v.cold
Wind: gusty, constant, normal, doldrums


  • Mountains could modify to reduce wind
  • Coasts are constantly windy
  • Objects generating heat may be required
  • Objects for cooling may be required!
  • Some walls protect better than others
  • Wind power could be introduced...but would be useless in certain areas!
  • Turrets and other objects could overheat or freeze
  • Clothing would protect from exposure
  • Hustle and fatigue could drop at more dramatic rates in inclement environments
  • Sieges in harsher conditions could reduce enemy health or force them to give up after a time
I'm sure there are plenty more ways to have an effect on the game, but I think temp + wind would be simpler than a full blown climate module and have a dramatic impact on gameplay.

Hope you find this useful!
#3
Bugs / Re: [M|0.4.462] Mac rendering Bugs
July 13, 2014, 11:29:47 PM
Quote from: StorymasterQ on July 13, 2014, 09:51:35 PM
I don't think Tynan has any Mac support. I do believe he'd greatly appreciate any troubleshooting you Mac users can give him.

I'm more than willing.  I also have access to several variations across the past few years I can play around with....a perk of my job as it were :)

#4
Bugs / Re: [M|0.4.462] Mac rendering Bugs
July 12, 2014, 02:42:02 PM
Confirming same bug on Retina MBP using Intel Iris.
#5
Quote from: Jerethi50 on July 12, 2014, 09:15:47 AM
I'm quite sure the guy just installed a bunch of mods, zipped up his mod directory and posted it online. I saw no differences in his mod folders and the original released mods. There is no compatibility patches, No read me, and the guy included the core folder. This thread should probably just be closed or something.

I feel the same way.  This is a lazy snatch that causes more problems than it solves.
#6
I've been waiting for a long time for a game like RimWorld, and I couldn't be happier with my purchase. I've already put in a few dozen hours and I can't imagine slowing down anytime soon.

In my opinion, the only expectation I have for a software developer is to deliver a working product based on the expectations set for me based on the marketing material....I'm still waiting for my Dance Studio, Blizzard.

I find it interesting that the post-Minecraft mindset seems to be that Indie developers must continue to iterate over the same project and continue to release new features. This of course happens in the same world where AAA titles sell you DLC before you even have a chance to play the real game.

Personally, I wish Indie Devs would take a page out of Paradox's book and start figuring out a way to continue to be compensated for our continued joy of the services you all provide.  I know I'm not alone if I figured out the cost per hour of entertaining me in games like Minecraft, Prison Architect, and now RimWorld I'd be looking at a few tenths of a cent per hour!

Finally, I'd like to point out that this game is already massively moddable in it's current state and you can expect the community to continue to add to the game as time goes on.  When this thing hits Steam it's going to EXPLODE.

tldr; Buy the game.
#7
General Discussion / Re: Alpha 5 and sieges
July 11, 2014, 11:06:35 PM
I'm fascinated by this mechanic and hopefully some of my feedback can get your brains going.

The AI needs some sort of a motive and goal coded in that is the driving force behind the act of a siege.  Retaliation for a prior act, aggressive expansion, resource scarcity, etc. could all color a siege in completely different ways.

As for the shelling, I like the idea of limiting the resource, but if there was some way for the AI to assess battle readiness of the colony, that might help to generate agency for the next action of the attack. 

For example, if I assign (Leader) to Frank, Frank runs a check to see if Turrets are visible from his location, if the visible attack point has power, if colonists are visible, and what time of day it is.  If these conditions are met, Frank issues a storm order to accomplish the team's goal (steal crops, steal uranium, kill Bob who killed their teammate in a prior attack, etc.)

Lastly, I would also code in a battering ram of sorts. These crazy avatars knock down metal doors a bit too easy for my taste, and a battering ram would be a nice modifier that could make it a bit more realistic.

Sorry for the wall of text!