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Messages - NephilimNexus

#121
Outdated / Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
December 15, 2014, 03:20:49 AM
Is that a UFO buried under the ice?
#122
General Discussion / Re: How hot are your colonists?
December 11, 2014, 07:12:22 PM
You want heat?  That's easy - just forget to make your thermal generator room into a no-roof zone.



The bleed-over heat was making the nearby bedrooms hover around thirty five degrees as well.  Here I was, the middle of winter, and wondering why my colonists spent half their time on the verge of heat stroke.

Of course that's nothing compared to what happened to my prisoners.  I figured the best way to keep their barracks warm was to build it next to the kitchen freezer (set to a perfect negative ten so as to keep all the food frozen), using said freezer's refrigeration units to blow warm exhaust air into the otherwise cold wooden barracks to keep it warm.  Solve two problems at once, right?  Well while it worked great in theory, in reality that room shot up to over one hundred and fifty degrees and killed all my captives... while it was snowing outside. 
#123
General Discussion / Re: Prison Gardens?
December 06, 2014, 06:22:17 AM
Still, it would be interesting to be able to assign prisoners as labor for farming.  Make a ring-shaped prison with a farm at the center and make them work it for you.  If nothing else it would offset the food/labor cost of having a lot of prisoners.
#124
I am thinking that for his next project Tynan should team up with the Dwarf Fortress guy and make a new version of DF with Rimworld style graphics.  Because let's face it, the ASCII is the only thing that's held DF back all these years, and having a game with that kind of depth (no pun intended) in a more user friendly interface would be awesome.  Plus it would be great to see what other ideas they can come up with together.
#125
Outdated / Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3
November 29, 2014, 11:06:08 PM
Quote from: Matthiasagreen on October 21, 2014, 04:59:10 PM
since you are looking for ideas, I will throw out my crazy one. I was thinking of something that would replace legs and resembles the wheels of a tank.



And so it begins...
#126
Quote from: The Uncanny Tranny on October 27, 2014, 12:08:10 AM
So wait, it's called "The Romance Mod" but all it has is random sex which then creates a relationship and eventually cheating/dumping?...

Yes, so it exactly like real life.  Welcome to the Tinder Age.
#127
Eclipses shouldn't be random at all.  They should on a fixed schedule.

For example, rescript to 100% chance every 260 days, lasting exactly 8 hours.
#128
Agreed.  I think instead of a flat "one roll" to pass/fail total recruitment, there should a "loyalty" system for prisoners.

For example:
Loyalty < 10 = Prisoner won't do anything, stays in cell.
Loyalty < 20 = Prisoner can only haul.
Loyalty < 30 = Prisoner can clean.
Loyalty < 40 = Prisoner can craft.
Loyalty < 50 = Prisoner can cook.
Loyalty < 60 = Prisoner can repair.
Loyalty < 70 = Prisoner can build.
Loyalty < 80 = Prisoner can melee fight.
Loyalty < 90 = Prisoner can be trusted with firearms.
Loyalty < 100 = Prisoner can opt to become a full colony member.

Loyalty goes up naturally over time, changes with how a prisoner is treated, and is inverse to the likelihood that will try to escape.

The "Warden" priority tab would also act as a "leash" to whomever is doing to Warden job to keep within a certain range of the prisoners (again, inverse to loyalty) to make sure that they don't try to escape.

Prisoners who RNG an escape attempt will make a run for the nearest map edge.  If there are any weapons left laying around within, say, 10 squares of their path then they'll try to grab them on their way out.  Each escaping prisoner increases the odds of a simultaneous attempt by any other nearby prisoners, and if a certain threshold is reached then it turns into a riot - prisoners will try to grab any weapons available and overpower the colonists.

Hmmm... Rimworld really does look like Prison Architect!
#129
Ideas / Re: Suggestion: Gun Modifications
July 09, 2014, 09:04:17 PM
Quote from: perci2112 on July 09, 2014, 03:05:53 AMScopes improve accuracy at longer ranges.
Armour piercing rounds do more damage against armoured enemies.
Frag rounds (shotgun) deal lots of damage to cover and enemies at close range.
Extended barrel reduces bullet spread on rifles and pistols.

Raiders have a slight chance of having a weapon with a mod on it (5-10%) when they spawn, traded weapons have 5-15% chance of having a mod equipped

Offset:
Scopes take longer to fire (more time spent aiming)
Armor piercing does less overall damage (bullet passes through without mushrooming inside)
Frag rounds do even less damage to armor than regular (that's what armor is meant for, after all)
Extended barrels have a minimum range of 3 (too awkward to use at point blank)

Most of this taken from playing Jagged Alliance, btw.
#130
Ideas / Re: Rescue Allies and Infirmaries
July 09, 2014, 09:00:33 PM
I think the quickest way to fix the problem would be to change the game's interpretation of a "hostile act" to only be actual attacks and no longer include "captures."  At least then allies would not turn on you when you rescue one of their people from dying, as long as you were not the one who shot them.

The next, slightly more complicated, bit of coding would be to do the above and then change it so that allies used colonist beds and not prisoner beds.  This way they would not become prisoners and instead would just rest until healed, like your colonists do, and then get up & go home.

The most complicated but much needed thing to do would be add the ability to heal people on site (read: actual field medicine) without having the need for capture/rescue at all.  Simply have a colonist grab (or already be carrying) a unit of Medicine, which they would then take out to the target pawn and use to restore some of their health on the spot.  So long as this stabilizes the pawn, then the whole issue of which bed to put them in becomes moot.  This also would increase the survival odds of many downed pawns who fell far from your colony beds.
#131
Outdated / Re: [MOD] (Alpha 4) Fusion Generator
July 09, 2014, 08:52:49 PM
Yay!
#133
Exploding collars from Running Man/Fallout3.
#134
Oh noes, you've tamed Chtorran gastropedes to fight for your colony?  Renegades!
#135
Outdated / Re: [MOD] (Alpha 4) Droids v0.3
June 16, 2014, 11:20:24 AM
Quote from: forsaken1111 on June 16, 2014, 10:09:11 AM
Testing that now and it does seem to work.

You're welcome.

Be sure to check out my blog, "The Art of Deduction."

;D