I keep re-doing the same zones for animals I'd already had created for my colonists (like "indoors") - it would be great to be able to assign colonist zones to animals - or simply not have two kinds of zones.
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#32
Ideas / Re: Instead of research - knowledge and teachers
April 19, 2016, 07:18:26 AM
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...
#33
Ideas / Re: Graphics
April 19, 2016, 07:13:02 AM
I don't mind the graphics but my GF never picked up RimWorld only because "it's ugly." And that although she finds the concept interesting.
#34
General Discussion / Re: Is something wrong with shooting?
April 19, 2016, 06:02:14 AM
In two months time: A14 Realistic Combat has been released. The forum is filled with enraged posts due to the high mortality of colonists.
#35
General Discussion / Re: What are the best animals for what reasons?
April 19, 2016, 05:54:22 AM
Are capybaras good for anything besides being adorable? I have yet to try them out.
#36
General Discussion / Re: Components shortage
April 19, 2016, 05:48:29 AMQuote from: Astasia on April 19, 2016, 04:53:21 AMI think this is the issue. I am used to turrets doubling as landmines. In A13, I guess I will have to be much more judicial with their placement.
As long as you don't waste your turrets as disposable decoys, you quickly have more than you need without crafting any.
Speaking of: how has A13 changed your defensive/killbox strategies?
For me, I am using the colonists much more than I used to. The ability to craft decent weapons and armor plus the components shortage make it so that I don't have a battery of turrets most of the time. I finally feel like the game encourages me to positional warfare with my colonists instead of hunkering in a bunker somewhere while my turrets decimate the enemies.
#37
General Discussion / Components shortage
April 19, 2016, 02:31:55 AM
My experience with A13 so far is that the main impediment to expanding my colony is the lack of components. I seem to run out of them sooner or later and have to rely on traders to get more. I think it's a good thing because I can't spam turrets and such anymore and that scarcity makes me feel more like I'm managing a colony and not a construction site.
Two questions: is there a way to manufacture components that I have missed? And how do you guys manage components?
Two questions: is there a way to manufacture components that I have missed? And how do you guys manage components?
#38
Ideas / Re: How to bring the colonies out into the open again?
April 15, 2016, 02:19:03 AMQuote from: Tynan on April 14, 2016, 03:09:14 PMWe got what we asked for, didn't we.
You see? I do listen!
#39
Bugs / Re: World map blank
April 13, 2016, 07:22:49 AM
I am on a Mac, also OSX 10.11 but I don't have this issue. I am on a MacBook Pro with a dedicated video card, though. It might be useful for you guys to tell what machines you are using.
#40
General Discussion / Re: Everyone is dead and gone. The story is over.
April 13, 2016, 04:32:19 AM
I quit as soon as my favorite colonist dies. (I almost always have a "POV character" and I rarely continue if that person is gone.)
#41
Ideas / Re: Separate 'treating' mechanites with 'curing' mechanites
April 12, 2016, 09:44:40 AM
+1
#42
Ideas / Diversify reactions to rivalry
April 12, 2016, 09:43:51 AM
Discussing the effects of social fights on another thread, I had the following idea: what if colonists had more than one reaction to rivalry which would depend on their personality traits and/or situation?
1) Have the mental state affect how they fight
Unless a colonist is very stressed and enraged, they should only fight "until first blood" - killing another colonist should only happen if they are close to snapping.
2) Have personality traits affecting reactions to rivalries
e.g.:
"coward" - avoids rivals (same behavior as fleeing from danger when seeing their rival) - additionally, this kind of person could be unable to ignore other threats and would always flee
"irate/aggressive" - this personality would be prone to fights and wouldn't stop at "first blood" even in their neutral state
"mediator" - this personality would be likely to try and "talk things out" - they would often get themselves in the risk of being beaten but would be more likely to get their rivalries to end quickly.
These are just examples of what can be done to make the mechanic more interesting.
1) Have the mental state affect how they fight
Unless a colonist is very stressed and enraged, they should only fight "until first blood" - killing another colonist should only happen if they are close to snapping.
2) Have personality traits affecting reactions to rivalries
e.g.:
"coward" - avoids rivals (same behavior as fleeing from danger when seeing their rival) - additionally, this kind of person could be unable to ignore other threats and would always flee
"irate/aggressive" - this personality would be prone to fights and wouldn't stop at "first blood" even in their neutral state
"mediator" - this personality would be likely to try and "talk things out" - they would often get themselves in the risk of being beaten but would be more likely to get their rivalries to end quickly.
These are just examples of what can be done to make the mechanic more interesting.
#43
General Discussion / Re: RimWorld has gotten 10 times better for me since Alpha 13
April 12, 2016, 09:36:39 AM
Regarding social fights, I guess we need to adapt. In real life, if you really hate someone but want to avoid conflict, you try to stay away from them. Unless Tynan programs such behavior in (which would be cool, BTW, and could depend on personality traits) we need to manually do it via schedules or allowed areas.
I haven't tried it yet but I don't think keeping rivals away from one another should be that much of an issue.
And I wouldn't like Tynan to nerf the behavior. It's just too much fun to watch a jealous ex-lover kill their unfaithful SO in a fit of rage.
I haven't tried it yet but I don't think keeping rivals away from one another should be that much of an issue.
And I wouldn't like Tynan to nerf the behavior. It's just too much fun to watch a jealous ex-lover kill their unfaithful SO in a fit of rage.
#44
Support / Re: Unable to expand "RimWorldAlpha13Mac.zip" into "Downloads"
April 12, 2016, 07:12:59 AMQuote from: redlion on April 09, 2016, 06:09:12 AMAs to your issue, you need to right-click on the app and choose "open" - then you will get a dialog to allow it and will be able to open it via double-clicking after that.
Similar issue here. I can download the package, extract and review the contents, but when I double click to open the top level package I get an error "The application Rimworld1135Mac can't be opened.' Leave it to Apple to use contractions to make a computer sound more human.
I vaguely remember having to run through a gauntlet the last time to get the package to run correctly, but that was... last summer sometime?
#45
Stories / Re: Abrasives are absolutely assholes now.
April 12, 2016, 04:18:23 AMQuote from: Lady Wolf on April 12, 2016, 03:28:39 AMThis made me chuckle.
Nothing like losing to your own colonists
Great story.
My first Alpha 13 colony had people constantly beat up their cat when they were getting stressed. As irony would have it, when the colony succumbed to various threats, the cat was the only survivor.