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#17
General Discussion / Re: I want to hear about exploit strategies!
April 30, 2016, 02:17:45 PMQuote from: Tynan on March 23, 2016, 12:02:00 AMDo you really have to detect the "why?" Maybe it would be easier, and almost just as effective, to have a "member of my faction died in an inhumane way" thought. For colonists, if their buddy starves to death, they should be *extremely* upset - why has my friend starved? Are we running out of food? Then I could be next. Has someone denied him food? That's sick. - The reason is secondary.
The problem is the same with a lot of similar issues, which is that there's no really good way to determine *why* an event happened for AI purposes.
As in, a guy starved to death - how do we know it was intentional by the player, and not just because everyone is starving?
A trader starved to death or burned to death - should his faction get angry? How do we know?
I can think of ways try to detect it but it gets tricky.
It's trickier for the other factions, but I think it could be solved by A) limiting incoming pawns by climate (no caravans on ice sheets, for example) and by B) understanding when their pawns die in a fight with a hostile third party.
An unaccounted-for death should otherwise worsen relations - wouldn't you be at least suspicious if you send a group to see that new colony, and two of them don't come back, whatever the reason?
***
And speaking of other exploits, many of them are related to the way roofs work right now. If roofs were constructed and de-constructed tile by tile, it would solve a lot of issues.
#18
Off-Topic / Re: How do I roll my r's?
April 30, 2016, 01:09:32 PMQuote from: newcadence on April 30, 2016, 01:17:51 AMIt would help to know where you are from. If you're American, you're likely already using the rolled (or rather tapped) "r" in place of "t" in words like "better".
I'm trying to learn Russian. How do it?
#19
Ideas / Re: Idea how rimkids would work.
April 24, 2016, 01:10:31 PM
I don't think kids have to be a resource. They can be one more interesting problem to deal with. They would add some happiness and bonding, but would be otherwise helpless and need protection: and their death would fuck up your colonists mood big time.
#20
Ideas / Re: Idea how rimkids would work.
April 21, 2016, 01:39:27 PM
We already have too fast growing animals. So why not humans?
#21
General Discussion / Re: Components shortage
April 20, 2016, 12:00:28 PMQuote from: Boston on April 20, 2016, 09:38:19 AMThis is an excellent idea! Also: maybe "engineering" should be a separate skill from "crafting". I mean, it's a different thing to build a solar panel than it is to build a bow.
Hell, maybe that should be part of the components mechanic. The higher the Craft skill of the person building the machine, the less likely a repair is necessary, and the fewer components it takes to repair.
#22
General Discussion / Re: Components shortage
April 20, 2016, 08:18:29 AM
I second Rockbass's motion to close this thread. I got my answers and the conversation is getting rather unpleasant.
I was gonna respond to mrphukker but there's no need if he's banned.
I was gonna respond to mrphukker but there's no need if he's banned.
#23
General Discussion / Re: Components shortage
April 20, 2016, 07:11:26 AMQuote from: mrphukker on April 20, 2016, 06:19:16 AMReal classy, as usual. It's great to have you around. Do you have any suggestions as to how to improve this game or are you only able to trash it? If it's the latter, maybe ask for a refund and get on with your life?
ok uppdating a question. wooden auto door. 40 steel 2 components (60 steel) and then 25 wood.. like eeh to me it dosent sound like a wooden door.. this must be a joke.. but no its this games reallity.. gg ludeon, or maybe it was lewdeon -.-
And as to your comments for Boston: you don't *honestly* expect the game to be balanced against the most extreme biomes there are, do you? You seemed to be a proponent of realism before - shouldn't you be for colonists dying on ice sheet every time? Also: to make things realistic, colonists shouldn't be able to make 90% of things in the game unless they buy specialized circuits from traders. Photovoltaics made from raw steel and (now) some scraps from old electronics? Please. Think some more.
#24
General Discussion / Re: Buy or wait for steam release?
April 20, 2016, 04:12:23 AMQuote from: codyo on April 19, 2016, 06:29:30 PMTynan said it. Up until a given date, he was giving Steam key promises along with the game. But starting sometime last year, he said he could no longer do it for new buyers.
What is giving you guys the inclination that people who have bought it won't be able to get a steam key?
#25
General Discussion / Re: Components shortage
April 20, 2016, 03:43:43 AM
I agree with mumblemumble that it's a matter of having to change our playstyles, at least to some extent. I see some of you dislike it - I actually enjoy it. I always found the highly electrified colonies immersion-breaking. I like the fact that I have to think twice before using components.
#26
Ideas / Re: Merge Animal Zones with Colonist Zones
April 20, 2016, 03:05:14 AMQuote from: mumblemumble on April 19, 2016, 06:17:40 PMYeah, that would work for me.
Actually a "copy / modify" option for new zones would work, making a new zone like a current one, but modifying it into a new one
#27
General Discussion / Re: Prison break
April 19, 2016, 05:46:46 PM
I haven't had a single prison break yet. My prisoners patiently wait in their cells until I recruit them.
Also: even if the way it works doesn't make sense, how else would you implement it? As others have said, without this measure, it wouldn't be much different from a prisoner going berserk which we already had.
Also: even if the way it works doesn't make sense, how else would you implement it? As others have said, without this measure, it wouldn't be much different from a prisoner going berserk which we already had.
#28
General Discussion / Re: Components shortage
April 19, 2016, 05:43:30 PMQuote from: mrphukker on April 19, 2016, 02:55:40 PMCan you please stop hijacking this thread? TBH, you sound like you are 12 yourself from the way your write. You haven't made a single sensible argument against components other than "I don't like it" and "it's not plausible."
haha are you guys 12 and dont know what trolling is??
From my perspective, the game is more interesting with components, and I want them to stay. They are an additional balancing act and make me think more about the development of my colony. E.g., I would spam autodoors earlier - now that they cost components, I might only build them in the most frequented passageways.
And others have already explained that there are a lot of implausible things in the game. Good design and pacing is more important than plausibility anyway.
#29
Ideas / Re: Instead of research - knowledge and teachers
April 19, 2016, 09:32:35 AMQuote from: mumblemumble on April 19, 2016, 08:09:05 AMOn the other hand, this would nullify traits like "no manual labor" since you could teach anything to anyone. I kinda like the current limitations on learning and skill usage.Quote from: stefanstr on April 19, 2016, 07:18:26 AMand essentially doudou the effort to get stuff done? Maybe triple? Hell no.
Why not combine the two: The researcher needs to teach other pawns what he's researched in order for them to be able to build it...
I think teaching skills like shooting, cooking, ect would be better than research.
I like the OP suggestion better: to teach construction of specific items, and not general skills.
#30
Ideas / Re: Infinite map generation?
April 19, 2016, 09:31:01 AM
I would so love RimWorld to have persistent maps. Two related ideas:
* be able to expand beyond the current map - either the way you suggest it, or maybe make it possible to "migrate" - you'd have to load up stuff on your animals and move to another post on the map and start a new colony - it would be a great way to continue after you've depleted resources on your original map
* persistent colonies - this has been suggested before, but if you start a new colony on the same world, maybe previous colonies could still be there as additional factions (if they survived) or as ruins (if they didn't)
* be able to expand beyond the current map - either the way you suggest it, or maybe make it possible to "migrate" - you'd have to load up stuff on your animals and move to another post on the map and start a new colony - it would be a great way to continue after you've depleted resources on your original map
* persistent colonies - this has been suggested before, but if you start a new colony on the same world, maybe previous colonies could still be there as additional factions (if they survived) or as ruins (if they didn't)