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Messages - Ludov

#1
General Discussion / Re: Do you ever use melee?
October 10, 2014, 01:47:08 PM
I actually had a very nice go of using Brawler-trait melee colonists in my last playthrough.

At the point I'm in, thanks to some lucky purchases, I've had one which, toting a spear and wearing power armor and power helmet, is an utter beast that I now always keep around during large scale tribal raids when numbers manage to break through my lines of ranged attacker(sadly I don't have a power setup that easily handles multiple layers of turrets).

She's even took on a Scyther bot one-on-one and came up on top.
#2
General Discussion / Re: Plans for world map?
August 13, 2014, 05:34:10 PM
Quote from: Tynan on August 11, 2014, 09:42:50 PM
Ludov - these are really cool ideas, you're right, but they're distant enough from the state of the game today that there's not that much value in thinking too hard about them IMO. They're fun to fantasize about, but there is a lot more to do in achieving the present goals of the game before we start biting off other goals.

Maybe for a sequel!

Pretty good point all in all. This already said, I'm enjoying the new worldgen and features already ^^
#3
General Discussion / Re: Plans for world map?
August 11, 2014, 09:36:57 PM
Quote from: Tynan on August 11, 2014, 01:54:34 PM
Traverse - no, it's not a travel game.
Other colonies - Maybe some day.
Roadmap - No, it moves too fast to keep track of. Roadmaps slow down development (at least for me).

I was curious though, with how developed the combat system is(with it being in real-time, with cover, firing arcs and so on) and how increasingly developed the pawns are becoming themselves(with the advent of actual gears and upgraded wounds system), could there be something akin to Dwarf Fortress' "Adventure" mode in the far future(i.e.: once everything else is developed and the game most likely on Steam)?

Basically something where one control a single character and travel all around, possibly completing potential missions for colonies(deliver packages from one colony to another, raid a pesky group of pirates or tribals and possibly recruit other similar wanderers to their bands.

I recall multiplayer was once voiced as a possibility for the game and in such an hypothetical scenario I cannot help but feel that the experiences that could be provided by the interactions between "colony" players and "wanderers" players could be most interesting. Basically by having the possibility to not only have a "Colony" and "Wanderer" modes, but players playing both in parallel. The idea of a game where "questgivers" could themselves be players has always been a thing which made me curious how it would work out.

Though this kind of things might be outside the scope of the engine even many years later into development.
#4
General Discussion / Re: Seeking Alpha 6 testers
August 07, 2014, 10:23:14 PM
I would be interested if there is still need for more testers :)
#5
Personally I think it would be more likely to see something akin to a "Adventurer mode" akin to Dwarf Fortress', keeping the same topdown view, than to add a 3D first person mode in an engine that never supported any 3D graphics in the first place.

Actually, that's kinda what I'd suggested too not long after it was announced in the daily changelog that a true worldgen is coming:

ludeon.com/forums/index.php?topic=4610.0
#6
Might be almost pointless though, because the change log already implies a "world generator" is in the work.

We might not get "larger sector", but now there would actually be a "world map" beyond our own colony's border. Something tells me that we also will get the occasion to choose what kind of starting region we will want to start within on the larger world map too.

This said, I believe that once implemented, a world map proper world map could be a -great- starting point for an eventual future multiplayer mode and, who knows, an "adventurer" mode. Colony+adventurer mode players being able to play on the same world in a multiplayer map/server is something that sound like it could be awesome too, in my opinion.
#7
Just a random musing, but with a "worldgen" tool in the work for Alpha 6(or at least, what sounds like it) I couldn't help but musing about the potential not only for multiplayer(with players having their own respective colonies on a multiplayer worldserver) but also for another stapple of Dwarf Fortress(as the game which inspired a lot of these colony games): Adventure mode.

Basically we already know that, right now, there is a greater world out there in a fashion. And the game also already is starting to feature some very nice detailed control of one's colonists.
So I was wondering if, a bit like Dwarf Fortress, something akin to adventure mode where we play a lone wanderer or small party of "adventurers" might not be interesting in the future. Where you could basically move from one region to another on the world-map(even if requiring either loading screen or a sort of Zelda-like screen transition) visiting the various villages to trade/do services for them while fending off the wild life or brigangs.
Maybe even explore lost civilizations' ruins filled with mechanoids, mutants or the like for those rare highly advanced forgotten gear or loot to sell back to civilization when you visit it.

Plus, if multiplayer is ever a thing, it could make for a very nice dichotomy if "colony" players and "adventure" players could play on a same world server. With the colonies set on building their own town/villages and/or getting off the planet, possibly even starting to build their own gear if that is ever implemented. While "adventuerers" would roam the world, go from one colony to another either to harass or aid them with their services(while the colonies could offer their own services in return by building the likes of tavern/inns that could be used by adventurer players and other wanderers) or trade/barter for food/ressources at colonies' bartering stations and/or bazaar.

And who knows, if adventurers could recruit others(NPCs such as either other wanderers or even some of the colony players' own disgruntled colonists) maybe the option for them could open up to abandon their wanderings and setup their own permanent colony.
#8
General Discussion / Re: Charges instead of Mining?
December 03, 2013, 04:07:05 PM
Quote from: ShadowDragon8685 on December 03, 2013, 02:21:04 PM
Using charges to actually mine is a fool's game, given that charges cost you metal.

The only use you really have for charges in terms of mining is that when you want to get rid of a rock wall that you know is the only thing holding up a lot of thick rock roof, 25 metal is a hell of a good deal compared to a colonist.

Which in itself can be agreat last resort trap should colony perimeter be breached.
#9
General Discussion / Re: Plot hole
November 11, 2013, 03:29:51 AM
It depends. If I recall well, the game has no FTL system.

So any travelling, afaik, is more or less the "slow-boating" kind only possible via cryogenic.

Merchant ships might simply not have the cryochambers/life support/logistics to actually carry more than the crew and equipment they already carry.
#10
General Discussion / Re: Introduce Yourself!
November 09, 2013, 09:26:19 PM
Hello Ludovsky here, or Ludovic by my real name. French canuck from the cold wastes of Quebec, I like to doodle art in my free time

-What introduced you to RimWorld? Or to this style of game in general?
I actually came upon the game after someone mentionned it in Gnomoria's forums, notably praising the random events the game's storytellers can spring on you. As that was something that I'd been looking for in the many sandbox managament games that take inspiration from DF, this instantly perked my interest.

-What's your favorite other game?
I enjoy management games, but also those of the 4x genre a lot. I'm a fairly diverse gamer in anyways however.
-Most embarrassing gaming-related story?
Hard to say, there's probably a fair amount from bundles I made in various games ^^;
-What kind of breakfast cereal is the best?
Oatmeal squares >.>; <.<;

And/or put up ridiculous pictures, as you see fit.
I do not have pictures of myself, but I doth have this little doodle I did from a  year ago:
#11
General Discussion / Re: Turret Defense in Rim World?
November 09, 2013, 06:05:27 PM
I've actually started enjoying using the enfilade structure design, the entrance lit by lanterns(for better visibility of invaders), filled with deberis and stray sandbags to slow invaders, and defended by(unlit for better protection) well dug in turrets at the back supported by whichever colonists are available at the time.

While the setup is -very- efficient... I am actually finding myself the time I will get raided by grenadiers in the middle of a solar flare. 
That and the power drain is starting to be an issue as I am increasing the size of my colony. And the piling corpses and guts every time or so at my front door is starting to do a number on colonists(a con artist was notably very close to a mental break, especially when power shortage kept blowing up the wall of her room exposing her to the outside) .
#12
Question: I've seen the game already seem to procedurally generate the land your colonists fall on, and there's been talk of biomes and even factions being added at some point. Plus, the possibility of a coop multiplayer has actually been thrown about a few times.

So with so many elements which could tie into aspect of a "greater worl" out there, could there be a possibility of a World/moon map and generator at some point?
That is, a "greater world" 's map where you could either choose(or have randomly assigned, due to the spaceship crash scenario) which "plot" of land your colonists actually make planetfall(or should that be moonfall?) on?

It's mostly something I was wondering about as with the talk of factions, multiple biome types and so on... it's one of the game where I could -very- well see such a greater worldmap to interact with. In the case of a "random landing scenario", landing in an easier/harder biome would add variation to the difficulty scale.
And games, when all colonist dies, already ends with the lines "maybe the ruins of these buildings will be useful to someone else in the future" which would mesh well with the possibility to attempt to "reclaim"a previous lost colony, especially if an actual "colonize this world" start option is ever offered.

And with the game's already present highly tactical gameplay, I could almost imagine it's own very much involving variant of DF's adventurer mode of sort where you could draft colonists to actually carry missions outside your own border to conduct raids(or diplomatic missions and others missions) of your own on other factions on the moon or planet(something that, I feel, could really mesh well with a coop multiplayer where one player manage the colony and another manager missions squads and maybe trade caravans to other lands).

Note I'm asking and talking about this knowing that if it ever get considered, it probably is something that would only be a long time later into the future of the game.

(also, all in call, this fellow canadian must give you a lot of congratulation for making such an involving game even when it's still very much in pre-alpha).