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Messages - Fruit loops

#16
@Negocromm

"yeah so we would have to be always scouting the edges of the map, refreshing enemies on the numbers tab and so on, would totally fit in with the rest of rimworld's gameplay"

     Sure, you might have to be more vigilant, you might have to pay more attention to certain aspects of the game, but your making it sound much worse than it would be. Your first points were that you would have to constantly be scouting the edges of the map, (I'll go over the no alert for a new raid option, then the option to turn off hostile raid alerts.) but with sieges, normal raids and sappers it already makes it less likely to happen. On top of that I said "Maybe have fewer people in them or something like that to balance it out." meaning that they would be worse than normal raids in some way, with the only thing that they would have over other raids being that you wouldn't know that they were attacking. Even more, you would only have to check your borders every few days due to raids only happening every few days. (3-5 in my experience with a few oddballs every now and then.)

Now to the option that --> you <-- can toggle turn on when you create a new colony is not meant to be on by default, its meant for a small group of people who would enjoy it, not everyone.

Your second point was that it wouldn't fit in with the rest of rimworld's gameplay. ('would totally fit in with the rest of rimworld's gameplay') It was not meant to fit in with 'rimworlds gameplay' it was meant as a curve-ball that you were not expecting, a surprise. On the togglable side of things once again, if you pressed the button then you would know what you were getting yourself into. its meant for a small group that want something different from (the 100% defined) rimworld gameplay.

Now onto your last statement : "I bet that the vast majority of people suggesting these RTS features wouldn't actually enjoy them" Why would you think that? If people ask for a feature/addition the people asking for the said features/additions usually knows what they enjoy. As a matter of fact I bet that the vast majority of people suggesting these RTS features would enjoy them.

#17
The alert system is a good addition to some, but personally I dislike the alert system (for hostile attacks) for a few reasons:

    Alerts kill the chance of any surprises. sure you might miss a guy flanking you and be surprised, but if your colonists can tell when raiders/packs of wargs/traders/some random guy passing through/ appears with no explanation than how the hell didn't you see the asteroid that crashed into your ship from ages away. (exaggeration on the last bit :P) It takes from the possible suspense of raids/other threats. As the title suggests maybe make a raid type that doesn't have an alert. Maybe have fewer people in them or something like that to balance it out. I was also thinking that once your pawn was hit or you click on them etc., it would have an alert that lets you know it wasn't a bug or something like that. (a bit more subtle)

My second Idea was for a option (like the iron-man option) to disable alerts for hostile events. I must admit having my guy pass out because I didn't know he had the plague would be a annoying so maybe keep the positive/friendly/not rage because I didn't know my whole colony had malaria alerts.

just giving my two cents.
#18
Ideas / Re: Automated Prison Security
April 14, 2016, 02:01:50 AM
I normally do this if I have a prison that is barracks-style. if its separate rooms its not worth it most of the times.

I started using this after one of my guys had his eye crushed.
#19
General Discussion / Re: what's wrong with hauling?
April 11, 2016, 03:17:52 PM
This isn't a long term solution, but if you need mass hauling done, or mass anything done, you can switch hauling to a number one priority task for a day or two. same with cleaning, if you have a mess of a colony (rubble, blood, etc.) just turn cleaning to a number one priority for a day.

another solution is to micro-manage everyone and just get it out of the way.

(plan)
1 cleaning day a season
1 hauling day a season
and I try to keep another day available for other nuisances.

those 2 days can make a world of change in your mood/productivity :)
#20
I figured out a way to stop diseases from being lethal. go to dev mode, and in one of the boxes, there is a ton of 'disable x' 'unlimited y'  'no z's' etc.

one of the options is to disable player damage, switch that off until the pawn has developed immunity.
:)
#21
This may just be me, but on my current colony (Cassandra on challenge) there have been quite large gaps in between events.

My play-style is quite slow, making sure everything's mirrored, my colonists have the best available equipment, micro-managing things to stupid levels, etc. That might attribute to the delays between action, but I played in this fashion during alpha 12 and it seemed to be much more fast paced.

In my opinion there should be more 'smaller' events that keep your attention between 'larger' events.

More eclipse/short circuit type events instead of larger sapper/siege editions would be a welcomed change. (IMO)
#22
Can you tell me how you managed it? I have quite a few colonists that have 1-3 extremities (toes, fingers etc.) shot/bitten off, and I'd rather not use a prosthetic/bionic limb just for a missing toe.

I don't know if its just bad luck, but my limb loss has been heavily increased from the last few alpha's.

Edit: irrelevant due to Coenmcj's post.
#23
October 7th? wishful thinking? :P not for the rest of you guys, not for me either thinking about it lol.
#24
       I'm not sure implementing an entire new system for a simple penalty Is necessary, but I think it would be worth It If you were to add some more functions to the alert system, such as:


-AI improvements: not having your cook go grab some potatoes, while you're shooting at a crashed ship part. maybe while your on alert mode your colonists try to stay indoors, or avoid low priority tasks, such as hauling rocks, or grabbing a weapon.

-having your colonist who was incapacitated grab a weapon before heading to the battle.

-when prison escape attempts take place, your colonists would head to the breach, instead of crafting your statue.

-when you accept the "I'll join your colony but you'll have to fight my captors" event happens, some of your colonists will decide to arm your turrets

-taking from the last one, maybe when you go on alert one of your colonists will switch the turrets on.
#25
General Discussion / Penalties for carrying weapons?
March 02, 2016, 07:51:08 PM
I don't know if this is just me, but if I had to lug around a mini-gun, or a rifle, I'd tire much faster than If I had a pocket knife, or small pistol. I'm not sure If I would give the pawn a mood debuff, since I'd assume after the first few raids the colonist would be quite paranoid without one.

this might give weapon racks more purpose and make raids that land in/on your base more threatening.
#26
Since the change log is no longer being updated, could we get a weekly update on the official page, or something along those lines. I know its time consuming, and its Tynans Choice in the end, but I loved the change log, and checked it religiously, I'd love something of that nature to stay out of the dark.
#27
I would like to keep the current system.

If your harvesting organs, its for 2 reasons, Self use, or business.
If your harvesting organs for self use its probably because one of your colonists is missing an organ. If I knew, I had A stranger die for me, I would feel more sick than while my organ was missing. the doctor who did the operation must have felt horrible as well. How would you feel if the person you've just captured, after killing his entire family, unwillingly was drugged, and either killed or left severely crippled?

Business wise, the organ market is A unreliable choice, and a sickening thing to do.

This isn't a broken mechanic. if it was a broken mechanic, you might as well remove or lower the cannibalism mood debuff. hell just make another google document and somewhere inside mention that moral choices have been long forgotten.
#28
General Discussion / Re: How do you handle siege ?
December 27, 2015, 04:10:59 AM
the sleeping guerrilla tactics A Friend mentioned are very viable. I usually send a shielded guy with a steel long sword or a long sword of some type and have him kill a few people and then ditch. the reason I use this tactic is for the fact, you can 1 shot or 2-3 shot most people with a long sword.

or you could send a sniper, and order him to attack the mortars, since once the mortars are destroyed the siege party members attack.
#29
Stories / Re: LEGO
December 26, 2015, 10:32:39 PM
I have a ton of Lego as well, probably 150-200 figurines/people. I have a shelf in my garage filled with about 25-30 boxes of pieces, sorted by color. 3-4 large grey base-plates, 8 or so smaller green base-plates and a few blue ones.

I used to do stop motion videos with Lego on an old camera. I have a few sets put together as well, as many more manuals.

I'd gladly help/contribute to your cause :)
#30
General Discussion / Re: Draw one of your colonist
December 26, 2015, 03:21:17 AM
An old throwback picture. http://sketchtoy.com/66370264