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Messages - stefanstr

#211
General Discussion / Re: Thoughts on Devilstrand?
October 05, 2014, 02:36:40 PM
Yeah, devilstrand is somewhat imbalanced. I think it should be made more expensive.
#212
I agree with Produno there is no need to read the whole thread. We know that Tynan is looking at this thread so if an idea gets repeated, the chance that he will consider implementing it increases.

And it is a good point about the necessity of mining. Mining resources can lead to you having half a mountain base dug out without any conscious decision. Mountain bases are far too cheap currently, compared to outside bases. Whether you look at resources needed, safety or time, a mountain base will ALWAYS be the easier choice. Unless you are playing on a very flat map and have no other choice...

Either mining needs to be made more costly or there need to be some inherent plusses to build outside. Otherwise, it will always be better to make a mountain base.

Also: to add visibility to one of the important topics discussed here, I have created a new thread about turrets. Comment away:
http://ludeon.com/forums/index.php?topic=6618.0
#213
General Discussion / Re: i dont know if i like this...
October 05, 2014, 06:37:01 AM
I like the idea. Maybe you would need plasteel to produce those.
#214
General Discussion / Re: i dont know if i like this...
October 05, 2014, 02:57:27 AM
Valid point, Veneke.

Prisoners seeing extraction operations on other prisoners should be *extremely* unwilling to join the colony. And this, for once, would be a valid reason to go on a mental rampage...
#215
Quote from: Tynan on October 05, 2014, 12:46:09 AM
Appreciated! Yes, I've been trying to focus on adding non-military content to the game. Look forward to more of this in future builds. The game was really combat-oriented just because I didn't want to leave it in a half-done, broken state, but now that combat works pretty well it's time to really flesh out everything else.

Sounds great! It's true that combat is pretty good as is (aside from my personal pet peeve - turrets, but that's being discussed elsewhere).

Maybe you could share some things with us which you consider implementing so that we can discuss them as the community?
#216
In Alpha 6, I hated Phoebe. Found the gameplay dull and uneventful. Alpha 7, with improved trading, textiles, etc., finally gives me enough interesting stuff to do between raids. I am playing on a flat jungle map with a massive textile factory and loving it.

Also, diseases add a non-military threat which I enjoy. I hope with future updates there will be more and more such things.

Also, I like the fact that the raiders now are fewer but stronger.

I think this game is going in a good direction.
#217
General Discussion / Re: Alpha 8?
October 04, 2014, 05:17:22 AM
I think several improvements on the stuff system will be added (interface-wise and new stuff).

What I would like to see (although I don't really hope for it because I don't think it is on the roadmap):
- new targets for raiders (they should not attack blindly but have a goal: steal your food, destroy your power plant, etc.)
- turret consoles (it is an idea from the "How to get colonies out into the open again" thread that I particularly liked - basically it would mean that the turrets are only semi-automatic and you still need a colonist to operate a console for them to work).
#218
I have managed to play Alpha 7 a little bit yesterday, and I couldn't stop thinking about this thread and our discussion about turrets. I had the same thought as you guys: how can it be that colonists cannot make carpets but can make a high-tech piece of intelligent weaponry.

Plus, from the gameplay perspective, turrets are really anticlimactic. I plop a bunch of them, lock my colonists inside during an assault, and only let them out to finish off whoever survived the turrets.

My idea on how to change it: I agree with the suggestion that turrets should require a manned console to be operated (and I think one colonist should not be able to man more than 2 or 3 turrets, max). But (and this is new) I think there should also be a second tier of research allowing you to build an automated console to operate turrets. Such a console would require an AI persona core. With Alpha 7, these can be bought from traders and are less rare than before.

I would make a mod to test these ideas out but I have no idea how to. Might try it though.

#219
Bugs / Re: Blank Screen Startup Mac OS X 10.9.4
October 02, 2014, 05:14:41 PM
Quote from: Mystic on October 02, 2014, 05:05:27 PM
Quote from: stefanstr on October 02, 2014, 04:59:19 PM
To make it even weirder... Alpha 7 works perfectly in fullscreen mode on my MacBook Pro Retina 15�. No issues so far.

Curious.  Is there any chance that you already had been running Alpha 6 in fullscreen, so that Alpha 7 was in fullscreen by default when you started it up?  (Because that works on my system, too.)  If that's the case, can you try switching Alpha 7 to windowed mode and then back to see if you then experience the problem?

Yes, that is exactly my case. Although I have deleted all RimWorld related data in Caches to have a new start. I will try it later to move to windowed mode and back to fullscreen, but right now I will not, knowing that it might make it difficult for me to play. I like Alpha 7 too much. ;)
#220
Bugs / Re: Blank Screen Startup Mac OS X 10.9.4
October 02, 2014, 04:59:19 PM
To make it even weirder... Alpha 7 works perfectly in fullscreen mode on my MacBook Pro Retina 15“. No issues so far.
#221
General Discussion / Re: Drones
October 01, 2014, 12:17:36 PM
I think this kind of event poses an interesting challenge. The main problem here is that there are very few events implemented so far. If psychic drones were one of, say, a hundred events that would happen once a few hours of gameplay, no one would complain. The annoying thing is they happen 10x an hour.
#222
Quote from: JimmyAgnt007 on October 01, 2014, 11:58:10 AM
I think things should be geared towards balance while playing without killboxes.  Yet not stopping people from using them.  so the people who dont like them can play without them, and those who do can do it.  if you are making killboxes then you want an easy defence, so making it easier for the sake of those who dont use them wont really change much.  (if you can follow that logic, kinda confusing)  basically it means, you shouldnt NEED killboxes, but they are there if you want.

This. I wouldn't even have searched the forum for good killbox ideas if I wasn't getting destroyed by zerg rushes and mechanoids.
#223
General Discussion / Re: How buggy is Alpha 7 yet?
October 01, 2014, 12:00:54 PM
Quote from: MelanisticAlbino on October 01, 2014, 11:07:20 AM
HOLY FUCKING SHIT IT'S RELEASED! ERAAAGERRGGHHH

Right before my business trip, as I said. Aghr!!!
#224
Cutting turrets out completely... A very intriguing idea. Any modders willing to test it out in practice?
#225
It would be a big epic battle if we also had 100 colonists. 10 against 200 is not epic in my mind.