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Messages - DarkMyau

#31
I want a bombrat cannon! That would cause carnage. especially if the bombrat was alive and psycho. Angry muffalos would also be great to fire at raiders.
#32
General Discussion / Nooooooooooooooooooo
March 01, 2014, 12:02:26 PM
I finally did it.

A colony on Alpha 1 was working out. Playing Randy Random, I had 18 colonists and things were looking good.

This was attempt no .....well it felt like 30 or 40 at a new colony. So many frustrating tries, so many dead colonists.

And just as I was relaxing in the glow of victory, I received the news: Alpha 2 has been released!

*sigh* Back to square 1.
#33
Ideas / Re: Manufactured Rock Walls
February 16, 2014, 12:57:48 AM
Love this idea.

+1
#34
Ideas / Re: More Threats for the Colony
February 16, 2014, 12:55:39 AM
This sounds really great.

To expand on it. I have 2 ideas.

Traitor: One of your colonists randomly joins the raid group. You can also bribe up to 3 raiders to switch sides. They leave after the fight and you can not recruit them. Your traitor can be captured but can not rejoin the colony.

They delved too deep: Idea stolen from Lord of the Rings. As everyone tunnels into the mountain, you can open up secret areas. One of these areas contains a primitive tribe. You can wall them in or create tunnels that lead them outside well past your base, but they will attack you from time to time. As time passes, like your Mad Scientist idea, they get stronger and are harder to fight off. They also attack raiders if they see them. So are useful to that end.
#35
You beat me to it.

Alpha has been a nightmare. I don't even know whats wrong half the time.

In one game my miner just up and left! No mental break warning or anything. And the colony was really looking good at that point too!

What I think it is, is that the colonists don't like being outside and you need to speed up their rooms.

Food is now a massive issue. It seems you need hydroponics up and running ASAP. If your oaf has any other duty, it seems to kill off food production completely. Growing areas just are not as useful as they were.
#36
General Discussion / Re: Your favourite storyteller
February 01, 2014, 02:11:20 AM
I've had to go from Tough Cassandra Classic in pre Alpha to normal Cass Classic.

And I am getting my ass handed to me. So I cant go to Cleo to play the games I was playing.

And I only played Phoebe once and found it was a bit too easy.
#37
That's you??

I consider your character a must have. Research 10 and Mining 10 is awesome!

Your a little jittery though. Maybe we could all put in for therapy. And shooting lessions...
#38
General Discussion / Re: Noob Research Question
February 01, 2014, 01:53:00 AM
What actually happened was Lucky made a death bed promise to her grandmother to never research again.

So here we are.
#39
Ideas / Re: Your Cheapest Ideas
January 30, 2014, 03:38:17 AM
- A few more colour's for carpets. yellow, orange and purple would be great. Dont forget Taupe...taupes very soothing.

#40
I just played a game using Alpha 1. Wish I had read the updates first lol. Played on Cassandra classic. Love the new pics btw.

Figured out the hopper, when no one was using the paste dispencer. I however only built 1 hopper. So I think that was my first mistake. The colonists did keep bringing food to the hopper though.

The launchpads worked ok. I built one over the top of a stockpile that had food and metal in it and from then on it only stocked metal, not food. Which caused me to run out of food.

I hate the new building system as it slows down the process terribly and pretty much sealed my fate. The colonists now take metal from the stockpile and set up a blue print. Then they build things. It thus took about twice as long to get food and power up and running.

Even though I survived 35 days, I just couldn't get the colony going, which was frustrating. Starvation is what killed me as I had eth raiders under control. (no turrets helps lol)
#41
Ideas / Re: "Claim the planet" End Game
January 27, 2014, 09:50:36 AM
The second thing is in regards to my multiple colony idea. If you control 10% of the world, you now have the option to "set up government" This allows you to trade with your other colonies the same way you trade with passing ships. (Controlling 10% would only be 2 fully developed colonies) It would have to be trade as the other colonies are still weak and could not afford to simply give you resources.

If you control 25% you could then get the "request aid" option which would be a party of 3 colonists (or droids) from another colony to come and help defend you from raids.

As I mentioned before, at 51% you can click, "claim world" and win the game.

#42
Ideas / Re: "Claim the planet" End Game
January 27, 2014, 09:42:40 AM
I would also like to expand on my idea with 2 things:

1. The AI that someone else thought up could work simply if it had levels. Each level would have to be researched and built to work.

Lvl 1: The AI sets up stockpiles and opens communications with traders (colonists would still be able to talk to traders and would give better results, but this would be useful in a pinch). Tynan has said he want to make us build separate areas and place out items in them and that he is getting rid of stockpiles. So this brings them back.....Sorry if this is a middle finger to the developer..*awkward* There is a 1% chance that the AI will go Skynet and attack you with your turrets.

Lvl 2: You can now build a cleaner droid that will clean your home areas. It cannot fight though as it is frail. There is a 5% chance that the AI will go skynet and attack you with your turrets and the droid.

Lvl 3: You can build a hauler droid (or another cleaner droid) that can be set to haul certain items (same as how you assign jobs) There is a 10% chance the AI will go skynet and attack you with turrets and both droids.

Lvl 4: You can now build a grower droid that will grow food and haul it to stock piles (it only hauls food). There is a 25% chance the AI will go skynet and attack you will your turrets and all 3 droids.

Lvl 5: You can now build a mining droid, that can mine anywhere you choose and haul metal back to stockpiles (it only hauls metals) There is a 35% chance the AI will go skynet and attack you with your turrets and 4 droids.

Lvl 6: You can now build a combat droid. It is very powerful in hand-to-hand combat (17) and has a high aim (17). There is a 50% chance the AI will go skynet and attack you with your turrets and all 5 robots.

Lvl 7: Level max for AI. You can now build a multi-purpose droid. This droid can have up to 3 traits from the other droids and are exceptionally useful. However...there is an 70% chance the AI will go Skynet and attack you with all your turrets and all 6 robots.

So it is very "risk vs reward" and I think that is exactly what Rimworld should be about.

The droids would be set up in their own room and recharge, the same way colonists sleep. So they would just be other colonists and wouldn't need to change much of the games programming to add.

If the AI does attack you. It will trick you buy moving all your colonists outside, then opening fire on you. You will have to break through your own lines and destroy the AI computer to regain control of the colony.

I guess you would also have the option to retreat if you have another colony on the world and would have to start a brand new colony with all of your surviving colonists (as each colony can only support 12 members). Both your new colony and any others would come under attack from your AI. If you choose to fight and are killed, you return to your old colony and have to decide to recruit 3 new people or send 3 more of your remaining 9 colonists out to claim a new colony. You will also be attacked by droids as well as the raids in your bases from now on until you reclaim that old base.

If this was your only colony, then you cant retreat as you have no resource's to move to a new location. So you have to fight. If your killed its Game over.
#43
Ideas / "Claim the planet" End Game
January 27, 2014, 08:40:15 AM
I was just reading the "Have more than one base" thread and I have an idea to expand on it a bit. (If someone has already suggested this: "Damn, I thought I was so original"

Say that each map we generate has an area of control (shown as a %).  When the area of control passes 75%, you get the option to claim the area and start again with 3 of your colonists from your first area, in a brand new map.

The risk vs reward here, is that if you die on the second map, you loose all 3 colonists, but can rebuild the ruins within a certain time limit (1 or 2 cycles) if you send 3 more of your colonists from your first area.

There would also be a "Total control" number at the top of the screen and when it hits 51%. You can claim the planet and win the game.

This also weakens your first area as 12 colonists are the limit, so you will only have 9 if you fail, (but can recruit 3 more the usual way) thus making you more susceptible to raids and being "gameovered"

There could also be "large raids", in which you would have to defend old colonies. I also like the Skynet idea as AI could take over an area and kill your colonists (you would fight a battle against AI robots and your turrets). If your killed, you could then try to retake the area buy sending your colonists on a raid into that area. But in the mean time the AI (you created lol) would also be launching raids on your areas.

What do you think?
#44
The first thing I do is pick the 3 colinists.
1. Mining 12
2. Growing 13
3. Research 15

Those 3 are great at what they do. I then make sure they are just doing their job.

I firstly set 4 growing areas and build 2 solar power and a nutrient paste dispencer. I also build a small table and a few chairs. I then build a small room into the mountainside and construct 12 batteries.

This gets things rolling.
#45
At the start of each game. I build 2 solar collectors and a room for 12 batteries. Gets me off to a good start. But when I can, I like to have an extra 12 batteries and upto 12 more solar collectors...more if neded