This effect is already in the game. Some of the helmets protect from psychic drones.
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#152
Ideas / Re: New Race: Gnoll
October 22, 2014, 07:31:29 AM
I would be rather unhappy if Tynan included any non-human intelligent race in the core game. I don't mind it being modded in (as in the zombie mod). But having to play with them all the time? No thanks.
#153
Ideas / Re: How to bring the colonies out into the open again?
October 22, 2014, 07:22:49 AM
Well, I think that mining *should* take longer than it currently does. It is bordering on absurd that you can mine a chamber in about the same time that you would need to build a wooden shack of the same size.
#154
Ideas / Re: How to bring the colonies out into the open again?
October 22, 2014, 04:28:50 AMQuote from: Redclaw on October 22, 2014, 12:33:29 AM
I have no idea if it's possible but a oxygen system meaning further into the mountain you get it's more difficult to breath, Air vents would fix this but not be around early on, just a thought.
I like it much better than the water idea. Drinking water would add another action colonists would have to take (plus bring water to prisoners and patients) which would add more micro and exacerbate problems with exploring big maps.
A ventillation system on the other hand - would be semi-automated (you would have to set it up but it would be a passive modifier.) I think it could be easily tied to the health system. If you don't get enough oxygen, your immunity is going to suffer. Or we could have asphyxiation as a separate condition. Building air vents would add some additional cost to mountain colonies (material- and power-wise) without being too annoying. (Which would even out the costs of mountain colonies and outdoor colonies.)
Also, if vents were a researchable item, it would delay dwarfing and add some challenge to the early game.
What do you guys think?
BTW. I usually don't use mods, but if somebody was to make a mod with air vents, I think it might be the first mod I would actually use for longer than one game.
#155
General Discussion / Re: Anyone playing RimWorld with an integrated graphics card?
October 22, 2014, 04:12:48 AM
Thanks everyone for your inputs. I think we can close this thread as I got my answer. It seems that anything made in the last 5 years will be able to run RimWorld, provided it has enough RAM to deal with the late game.
#156
General Discussion / Re: Anyone playing RimWorld with an integrated graphics card?
October 20, 2014, 10:10:15 AM
Interesting. From the last few posts it seems to look like the biggest bottleneck for this game is the RAM, and not the GPU.
#157
General Discussion / What's with all the spam posts?
October 18, 2014, 05:17:03 AM
In the last few weeks, I have noticed an increasing number of spammers (spambots?) creating accounts on the forum and ...well... spamming.
Has this always been that way and I never noticed because I didn't spend as much time on the forum? Or is it new?
What can we do to make it more difficult for spammers to spoil our fun?
Maybe the first few posts of a person should go through the moderators before they are published? I don't know. These "I am the new guy" topics all over the forum are starting to annoy me.
Has this always been that way and I never noticed because I didn't spend as much time on the forum? Or is it new?
What can we do to make it more difficult for spammers to spoil our fun?
Maybe the first few posts of a person should go through the moderators before they are published? I don't know. These "I am the new guy" topics all over the forum are starting to annoy me.
#158
General Discussion / Re: Anyone playing RimWorld with an integrated graphics card?
October 17, 2014, 01:42:40 PMQuote from: Cedric on October 17, 2014, 01:37:35 PM
I can run it on an Intel gma 945 mobile with a bit of frame rate drop when zooming out or when 100 people are visiting my colony.
It's a really crap integrated card from around 2006, so as long Rimworld doesn't gets some crazy shaders or some kind of a more complex graphical update you shouldn't run into any problems.
Cool, thanks!
#159
General Discussion / Re: Omg i really want to buy this game........
October 17, 2014, 12:54:25 PMQuote from: mc858 on October 17, 2014, 12:09:13 PMYeah, I am the same way. I don't pirate games so I think three times before I buy something. Most of the games I end up buying are the ones that offer unlimited replayability (think Crusader Kings, Don't Starve, Mount & Blade).
thanks for the reply guys! i will buy it tonight....30$ is a nice chunk of money for little ol me so i really need to vet the games i get to make sure i get my moneys worth =)
RimWorld is worth the money, though.
QuoteEvery month or two. There is no update schedule. It all depends on the complexity of the new stuff he is adding at the given point in time.
can anyone tell me how often the dev updates the game? Is this his main project or does he just put part time work into it. THe guy seems really cool so i trust him (even after the tim schafer mess) - but i just want to know what kinda update schedule we are working with
QuoteYep. There is an in-game hint system. Not a separate tutorial - when you start up the game, it gives you information what you might need to do next. However, there are still options you need to discover on your own, of course.
PS- is there a good tutorial ?
#160
General Discussion / Anyone playing RimWorld with an integrated graphics card?
October 17, 2014, 12:47:55 PM
As in the topic. I am contemplating buying the new Mac Mini and am wondering whether RimWorld would run into any performance issues with the integrated Iris graphics card.
#161
Ideas / Re: How to bring the colonies out into the open again?
October 17, 2014, 12:12:11 PM
I like your ideas Jstank. Pretty innovative - I don't think any of this has been suggested before.
Tying research to exploration would make perfect sense.
Tying research to exploration would make perfect sense.
#162
General Discussion / Re: Thoughts on Devilstrand?
October 15, 2014, 11:35:38 AMQuote from: Panzer on October 15, 2014, 05:46:03 AM
When was the soil system introduced? Didnt notice it before alpha 7
I have joined at Alpha 6 and it was already there.
#163
Ideas / Re: How to bring the colonies out into the open again?
October 15, 2014, 03:17:12 AM
Not a bad idea, TinnedEpic.
#164
General Discussion / Re: RimWorld change log
October 14, 2014, 05:58:02 PMQuote from: Matthiasagreen on October 14, 2014, 05:31:53 PMQuote from: stefanstr on October 14, 2014, 03:57:12 PM
With respect to the recent entries: what the hell is the Ludeon Launcher?
Although the thread was deleted, there was a discussion on how to avoid piracy. The idea was mentioned that the best way to avoid piracy was to provide services that could not be replicated through piracy. Tynan mentioned that an auto updater would be one of these services, so I imagine that is what the launcher is. The launcher will probably be something that you open the game from that makes updates easier. My own thoughts lean towards also incuding some sort of mod manager, but I could be way off. Essentially, the idea is: it is something that will make the overall gaming experience better for those of us who payed for the game. Obviously I would love Tynan to weigh in on the subject as well.
Thanks Mathias. I remember that thread although I haven't followed it. I always buy games and piracy discussions bore me. An auto updater would be a nice thing to have, though.
#165
General Discussion / Re: RimWorld change log
October 14, 2014, 03:57:12 PM
With respect to the recent entries: what the hell is the Ludeon Launcher?