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Messages - Tumuel

#31
Quote from: Nickvr628 on November 30, 2014, 06:06:17 PM
You don't recruit them, you harvest their organs in a specific way so that they stay alive as long as possible. Here is how you do it:

Left Lung
Left Kidney
Right Eye
Jaw

And then you decide which one of the body parts you want the most, and you harvest that, because taking out any more parts will kill them. I would advise the heart or liver. After you kill them you chop up their body into meat and eat them, so no part of them goes to waste. You have to use every last bit of your resources around here to survive.

You don't actually get the eyes or the jaw when you amputate them do you?
#32
General Discussion / Re: Should Tynan have a day off?
November 29, 2014, 08:59:38 AM
I am pretty sure it is not up to us to decide when he gets a day off, he is a responsible human being, he can look after himself.

Also, what sort of immoral person would vote "no" in this?
#33
Quote from: TinnedEpic on October 28, 2014, 09:54:37 PM

Distance
The closer you are the more accurate you will be. Simple as that, the M-24 requires a great deal of accuracy to be effective at long range.


I am pretty sure with the M-24 you get higher accuracy at longer ranges, no?
#34
General Discussion / The Rimworld universe
October 28, 2014, 05:56:19 PM
When the game is finished, I assume there are going to be future games set in the same Sci-Fi universe, it seems to be way too deeply detailed just for one game. What sort of games (if any are planned at this point in time) are we likely to see in the future from Ludeon studios? More strategy/simulator games? or something completely different, like an FPS or something.
There is literally a universe of possibilities open here, I am just wondering what sort of things are interesting to you?
#35
Ideas / Re: Your Cheapest Ideas
October 07, 2014, 11:49:30 AM
Deconstruct mechanoids to make plasteel?
#36
Ideas / Re: Your Cheapest Ideas
October 04, 2014, 04:51:57 PM
Being able to remove light sensors from mechanoids to use as eyes in a similar way to use their knife protrusions as hands.
Also smell/sound sensors for noses and ears.
#37
General Discussion / Bug report thread
October 01, 2014, 04:21:00 PM
I am sure the early testers did a great job, but it was only inevitable that a bug or two are still in the A7, so we might as well make a thread for it.

My first reports are these:

Sometimes when people are wearing clothes, they show up on top of eachother, that is to say when two pawns are on the same tile, you might get one of their jackets showing up on the other one, even though the pawn is behind the other.

When a thing made of wood is destroyed it makes slag chunks, that one is self explanatory enough I think.
#38
Ideas / Pilas OP? (and a rant about the injury system)
September 30, 2014, 02:53:54 PM
I understand that there is a risk of having a leg cut off by a shot from an M-24, but when I am up against a group of tribe's people with bows and arrows and pilas... I think the rate at which I lose a colonist's leg is too high, it would be fine for it to happen once or twice, but at the rate I get through these tribal raids, I sometimes lose 2 legs per battle (only very rarely are they from the same colonist).
I know how the injury system works, and I am not sure how I would make it harder to lose a leg without reducing the damage of the weapon or increasing the health of the leg, but if there was some way to make the body part's health go to zero without being completely removed I think it would make just a little bit more sense to me.
(also, I think the RNG is a bit biased towards being hit in the toe, how easy is it to hit someone in the toe when they are behind sandbags?)

There could be some sort of system where other than having either permanent injuries or normal injuries, there could be long term injuries: like broken bones, right now in the game, even spinal injuries will take one or two days to heal, whereas in real life just a broken arm would take weeks(if not months).

So basically, what I want is a 3rd type of injury- a long term injury, it could take several weeks to heal, and is caused by either certain body parts being hit (some body parts heal more slowly than others) , or if any body part is hit too hard, so that would be the difference between a squirrel bite and a stab wound, and a shot from an M-24 (what I am saying is that the rate at which flesh wounds heal is far from linear).
Taking this back to my original point about pilas, maybe if you get hit in the leg by 2 pilas, there is only a chance of it coming off completely, but more likely it will just be a mangled piece of flesh that will not be any use again for several weeks.

This post is a bit longer than I thought it would be, but there it is, what do you think?
#39
Ideas / Re: Fast Enemy for Mechs
September 30, 2014, 02:24:32 PM
Quote from: BassMonroe on September 29, 2014, 08:32:28 AM
This type of enemy would have the player on edge as they might not be able to get colonists into defensive positions in time so it adds a bit more strategy/fear to the game.

Well, enemy raiders dropping directly inside your base are already in the game, but I do like this idea because we do need a greater variety of mechanoids.
That being said, scythers are already pretty fast movers, I would not be surprised if I saw a scyther with only a melee weapon in A7.
#40
General Discussion / Best hydroponic setups?
September 29, 2014, 03:27:46 PM
I have my own design for a hydroponics farm that I basically use in every colony I make, it is a 9*9 room with a sun lamp in the very centre, and 12 hydroponic basins around it.

As far as I know from looking in other places on the forum, nobody else has come up with the same idea, so if anyone else has a good design, I would like to see them.
You might do similar things with other buildings, like setting up bedrooms the same in every colony, so why not post them too?
#41
Ideas / Dogs (or Trans-Dogs)
September 29, 2014, 11:44:15 AM
People have mentioned trainable animals before in the suggestions, but I think a pet dog is far more logical a thing to have than a muffalo is. And in the Rimworld universe there are GM animals with increased intelligence, so I guess there would be packs of wild trans-dogs wandering around the place which you could capture and recruit in a similar way to colonists, they could do jobs such as hunting and maybe hauling, and give mood buffs to people who socialize with them (unless your colonist does not like dogs, possible character trait there).

If not dogs there could also be transimians (GM apes, for those who did not read the briefing), which could possibly do even more jobs than dogs do.

I do think it would be a very interesting thing to have more than just humans in one's colony, although I do understand the no aliens business.
#42
Ideas / Re: New trait ideas
September 23, 2014, 07:22:57 AM
Quote from: Tynan on September 21, 2014, 12:17:39 PM
Quote from: ParagonTerminus on September 21, 2014, 07:23:44 AM
I don't want to have the dilemma of having a super-useful colonist who may also end up stabbing another super-good colonist without warning.

Dilemmas are usually considered the best kind of game design.

If you do end up putting this in the game, I think it would be a better idea to make it optional, because it is really a feature I do not want to see in the game (but I do see why others might like it).
#43
Ideas / Hygiene
September 22, 2014, 10:29:08 AM
With diseases and infections coming up in the next version, I think it would only be logical to have some sort of hygiene system, where colonists get dirty over time from different things, like butchering, mining, farming (there is already a system to make people carry filth and put it on the floor all over the place), so dirtier colonists might have a higher chance to get infected wounds, cleaner ones might be safer from some diseases. Of course, with that you would need some sort of bathtub or shower for colonists to clean themselves up, and for those who have not had time to build such a thing as a bathroom could go and bathe in a lake or a river for a while (which might give a negative moodlet).

This could also be an introduction to a couple of new character traits, one where a colonist can't stand dirt on the ground or on him/herself, and maybe colonists who do not care about dirt and grime all over the place.
#44
Off-Topic / I need a recommendation for a good headset.
September 14, 2014, 06:16:13 AM
My current headset is pretty good in terms of sound quality (it is not the most comfortable thing in the world though) but the problem I have is that I get problems with background noises, if anything at all is happening in the room I can't hear my computer, so what I need is a headset that blocks out a lot of outside noise (maybe with noise cancellation magic, I don't really know).
#45
Ideas / Re: Colonists Automatically Upgrade Gear.
September 10, 2014, 12:50:52 PM
How about an auto equip button, that sends a colonist to automatically find the best gear?