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Messages - Ykara

#511
General Discussion / Re: RimWorld change log
September 05, 2014, 11:58:03 AM
Alpha 7 is going to be so awesome.
#512
General Discussion / Re: Do Mechanoids ever die?
August 30, 2014, 12:09:57 PM
If you mean the incapcitated mechs; no, they won't die. Thy can't bleed out or starve, so they are lying on the ground forever (or until you decide to finish them off).
#513
General Discussion / Re: Nonhuman colonists?
August 29, 2014, 04:33:55 PM
Quote from: Tynan on August 29, 2014, 03:59:56 PMAnd - if only I had time to sit and write more story stuff! But most people seem to want more game rather than more backstory. And anyway, writing backstory like that is pretty exhausting and takes a really specific frame of mind for me to do. I find long-form writing very tiring compared to coding.
Why don't you implement some parts of the backstory in the game? I've just read the Longsleep Revival Briefing and it's awesome. I would love to see more backstory in the game, for example turn parts of the backstory into items you can read - but don't have to. Ancient tablets in ruins, the briefing in the escape capsule of the first 3 colonists. Or make Raiders drop book pages, I think that would be amazing.
#514
Man, you're awesome. Love this mod, great job!
#515
Mods / Re: Which mods?
August 29, 2014, 02:24:34 PM
I've had many different mods installed and in every alpha i found new mods. The most Rimworld Mods are well designed, but the only mod I've never removed is Aparello. Imo Aparello is a must have mod, I can't imagine playing without it. Thx Shinzy ^^
#516
Quote from: Quasarrgames on August 27, 2014, 03:58:54 PM
While we're on the topic of rebalancing plants, i'd like to point out that all plants take ridiculously small amounts of time to grow. potatoes normally take 70-120 days to grow (i think) and they grow in only 2. Same thing with strawberries and agave (what ARE agaves anyway? i know they're real fruit, but i thought they grew on trees).

Speaking of trees, growing them (and cacti) in a couple weeks instead of 30+ years is quite a feat. I know, they have to grow like this for balance reasons, but then maybe they should be known as genetically engineered "accele-trees" or something.
Rimworld takes place on a strange planet, maybe the ground there is more fertile than the ground on the Earth.
#517
Yep, it's pretty easy to get food in the desert. There are too many areas you can grow food, I didn't even research the hydroponics a whole year.
But I don't think that this is a huge problem, that crashed ship event with the mechanoids is my biggest problem with the game. I really enjoy killing dozens of raiders, but that event is absolutly overpowered. There are way too many mechanoids and the psychic drone thing makes it even worse. One of these events can kill my whole colony because my colonists suffer from permanent mental breaks, mortars never hit and centipedes are way too bulky to kill them fast enough before reaching the extreme stage of the psychic drone thing.
But besides that I really enjoy the game. I've spent so many hours in building the perfect colony and it's still not boring. I really like the new injury-system, now I actually care about my colonists. Alpha 6 is the best update yet imo.
#518
Ideas / Re: Your Cheapest Ideas
August 25, 2014, 09:44:34 AM
Painkillers would be awesome.
#519
Ideas / Re: Suggest A Personality Trait!
August 25, 2014, 09:43:57 AM
Vegetarian - Gets a high mood drop from eating meat

Masochist - Gets a mood boost from being injured
#520
Ideas / Re: Suggest A Personality Trait!
August 23, 2014, 08:30:55 PM
Tough guy: Is still able to work if he's in extreme pain, gets no mood drops from injuries
#521
Ideas / Re: Your Cheapest Ideas
August 23, 2014, 08:25:09 PM
It would be nice if there was some enhanced weapon handling. I would love to see an experience-system. That means, that for example a colonist who is always fighting with the shotgun gets experienced in fighting with this weapon. The more experience points a colonist has on fighting with a certain weapon the more boosts (accuracy / damage) he gets.
#522
That's definitely one of the best mods for Rimworld I've ever downloaded. It adds so much color and variety to the game. But is there a way not to change the faces of the tribal people? I dont really like all the tatoos or whatever it is on their faces.
#523
Ideas / Re: Prisoners to work
August 23, 2014, 05:32:55 PM
Slaves are acutally a pretty nice idea. There is so much cool stuff you could do with the prisoners, only having the option to kill or recruit them is kinda lame. Slaves would be really cool and the fear-system fit this option perfectly. If they dont want to work just beat them up. There are so many situations you need slaves, for example after a big raid. Your base is on fire, your food is rotten but your prisoners are just hanging around waiting for their food.