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Messages - Captain Sho

#16
Ideas / Re: Childbirth?
February 21, 2015, 11:23:32 PM
I don't see the point of adding children to the game. I mean, for one, the point of the game is to get off the planet not colonize it.
Also, most of my games don't last more than like 3-4 years so what would be the point of having a 3 year old?

If you want a baby just go rescue some guy with a leg missing and never do an operation on him. Just as useless and takes up food.
#17
So i don't this to be a bug maybe just more of an oversight but it seems you can not operate on "guests".
While yes it would be rude to do so, if you rescue someone missing a leg they just hog up a medical bed.
You are unable to strap a log to their stump and send them on their way.
#18
Ideas / Re: RIVER on map creation
February 13, 2015, 12:56:24 AM
Interesting idea but I foresee a lot of coding involved in something like this. At least to make the game generate maps with rivers that actually look like rivers. Though i dont know how it is coded so i cant say much on that front.

But there are already lakes in the game though they are mostly just there as a hassle right now.
I would like to see some interaction with them like being able to build on them, fishing, etc.
And instead of fishing how about harpooning so that like with hunting which relies on your shooting/melee skill, it would rely on your melee?
#19
Ideas / Re: Carrying a Ranged AND a Melee weapon
February 13, 2015, 12:49:49 AM
I think I would rather have weapons that classify as both melee and range abilities.
Think having a rifle with a bayonet or the crazier chainsaw guns of Gears of War.
#20
Bugs / [W|0.8.671] Infinite Bionic Arm Harvesting
January 30, 2015, 09:01:55 PM
Noticed someone else has made a topic about this bug but theirs was for Linux so i thought to go ahead a make another just to be safe. Copying and pasting mostly what they said but altering to fit my game.

Summary - I found that when a prisoner with a bionic arm died, I was able to schedule an operation to remove the bionic arm.  After the surgery, he still had a bionic arm, so I tried it again and sure enough...I was able to harvest another bionic arm...and a third.

Steps to Reproduce -
1. Kill enemy with bionic arm
2. Schedule surgery to remove the bionic arm
3. Repeat step 2

Expected Results - Once the bionic arm was removed the corpse should no longer show a bionic arm that can be harvested.

Actual Results - Bionic Arm Farming

Addition Note- While the corpse i was removing the arm off was in fact in a grave, after reading the other person's bug report I do not believe that being in one has anything to do with the bug
#21
Ideas / Re: New List Of Suggested Features
July 17, 2014, 03:25:26 PM
Might wanna change the name of the thread to something like "List of Commonly Mentioned Suggestions"

Looks like people are getting the wrong idea about this thread otherwise
#22
Ideas / Re: AI improvements and micro-management
July 16, 2014, 08:40:21 PM
Since the mortars were just added last update i'm sure they will get some more tweaking but I do think they should focus on structures rather than your colonists assaulting their encampment but on the other hand, it does make sense that they would being that they are seeing you as the biggest threat, plus they have better accuracy at a shorter range.

And i'm not sure about being able to pick their sleep schedule but I would like to see a "night owl" trait that would basically do the same thing just more luck of the draw
#23
I feel that it is not really different enough to have as a different storyteller. I mean, you can get games where there is only one hostile faction so you can get that illusion of them coming back stronger. What I would prefer is a faction update that displays more cause and effects.
Like lets say you fight off one faction and the other ones enemies with said faction like you a bit more.
#24
Ideas / Re: (Co2)Oxygen
July 16, 2014, 08:18:52 PM
The problem with the idea of landing on a planet with no oxygen is that there would be no way to grow crops and no animals so no chance of food.

Now what I could see are events and different terrains that produce clouds of toxic gas and require the colonists to have their own oxygen supply. As for your rooms they would require purifiers.
#25
Ideas / Re: Your Cheapest Ideas
July 16, 2014, 08:04:54 PM
Quote from: bjo0rn on July 16, 2014, 07:56:04 PM

  • Melee weapon
  • "Soaked" penalty from rain when not under roof
  • Animals eat wild and grown crops
  • Rotten meat from decomposing carcass
  • Fluctuating trade prices
  • Silver minable
  • Throne
  • Gas reserves catch fire/explode
  • Pessimist/Optimist personality trait, giving permanent mood penalty/bonus
Animals already eat your crops and other foods if they can get to them. Don't think they eat the raspberry bushes and agave though.

And are you suggesting gas reserves or do you mean the steam vents?   
#26
Ideas / Re: Your Cheapest Ideas
July 16, 2014, 02:39:42 PM
Ironman mode: Only one autosave and saves on close
#27
Quote from: Shinzy on July 16, 2014, 06:08:03 AM
Quote from: Rpomr2 on July 16, 2014, 03:31:47 AM
i  like the idea of a maintenance task however i have a different view of it, to me i find that all too often my colonists never clean so if cleaning could be cobbled together with repair in a new category called maintenance then that would be great. I'm so sick of colonists complaining about a dirty area when they never clean unless its the ONLY task assigned to them. because it seems to take the least priority out of all tasks

you have to manually prioritize cleaning to priority 1 while everything else is priority two or three
it's always good to have couple colonists with the priority to clean above all else

oh and so I'm not totally offtopic I'm almost in one mind with BetaSpectre in this =P though it's a game and you don't have to be completely realistic with it
so if the case of yearly maintenance, stuff wouldn't need to be maintained more than once during the game
The idea of needing maintenance came from the fact that "In RimWorld, your colonists are not professional settlers". Meaning that for the most part they don't know what the hell they are doing lol. In a perfect world, things probably wouldn't need maintenance more than once a year, but your colonist are putting this stuff together with the metal they found on the ground and the turret is even called "improvised". So i don't think it would be too far-fetched for everything to need maintenance every month or so.

And if any of that came out sounding rude i apologizes I didn't mean it to be lol.
#28
Quote from: Rpomr2 on July 16, 2014, 03:31:47 AM
i  like the idea of a maintenance task however i have a different view of it, to me i find that all too often my colonists never clean so if cleaning could be cobbled together with repair in a new category called maintenance then that would be great. I'm so sick of colonists complaining about a dirty area when they never clean unless its the ONLY task assigned to them. because it seems to take the least priority out of all tasks
Well my thoughts were that an item would only start suffer from lack of maintenance after about month though that could be tweaked to find a nice balance. And i don't find it to be as high as a priority as repairing but would somehow apart of research or be the priority right above it.

And i know how much of a pain cleaning can be. But unlike cleaning which can take up a lot of time to get it all done, with maintaining stuff you could  just have your colonist do it as they go past it and bam, you are set for the next 15 days. It not meant to give you problems in the short run, just the long.
#29
No machine goes without needing some TLC. That goes especially  for the ones hobbled together on an unknown rimworld.
So the basic idea is that all powered items (powered doors, turrets, lights, etc) and some that are not (mortars, wooden doors, trade beacons, etc) would now require maintenance.
And what would happen if you didn't maintain your stuff?
Well, in the beginning it would just be that powered doors wouldn't open as quickly, or turrets would take a hit to their accuracy. But then after a while things like doors not opening at all or turret mistaking you for a pirate would happen.

Now for the good that would come out of maintenance. As your colonist maintain an item, a powered door for example, they would start to come up with new ideas to make them better, such as make them stronger, cheaper to make, or even that they discharge and shock hostiles attacking it!

Now this would not completely replace the research table but rather accompany it, also, you would not get to pick what is researched but rather the AI storyteller would.

I really love some of the strategy and luck that goes into this game and would love to see content that builds on that. If you guys think this might have potential let me know, I can go into a little more detail of how I think they would work, I just wanted to avoid creating a wall of text.
#30
Ideas / Re: Your Cheapest Ideas
July 12, 2014, 07:08:13 PM
The more i think about it the less i think it to be a "cheap" idea but what about the ability to "upgrade" structures and furniture?
Example being wood walls => metal, wooden doors => powered, lamps => colored lamps
Rather than having to micro manage like crazy, make it so you can  disassemble and then build in its place without the leg work in between.

Now for some real cheap ideas:
Shrapnel Grenades (Weaker than frag but only does small amount of damage to structures)
Revolver (Same range as pistol but slighter slower and higher damage)
"Party Crasher" Event (While getting attacked/while they are still preparing to attack, another hostile faction drops in at first factions current location)
"Warning Signs" (Hostiles take a hit to their moral when passing large amounts of graves)
"Dinner and a Show" Event (Two opposing factions appear on the map and then begin waging war against each other)
Dump Storage Energy (Lets you dump out some of the power in your batteries to prevent power surges)

Alt turrets:
Artillery (Not sure how this one would balance out but would be similar to mortar but unmanned and weaker or very expensive)
High Caliber (Fires a single, high damage shot)
Heated Shot (Like the Basic turret but shots have chance of starting fire)

I've been playing this like crazy so I'm sure to come up with more ideas ^^