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Messages - Workload

#61
Ideas / Re: Local jail needs help
November 13, 2013, 07:20:08 PM
Maybe they only ask you cause it's there only choice and there jail is full or they need to hide him off the grid, so his/her gang can't find them and blow up the jail in space or on a different planet/whatever
I agree that is should fit rimworld theme
#62
Bugs / Re: [W l0.0.254b] Rebuy pistol can't pick up
November 13, 2013, 04:18:05 PM
Bug: Colonists can't pick up the pistol after its sold and rebought with out leaving the trader menu. Didn't test any other guns.

Description: It will sit on the ground and when told to equip they go for it but cancel right away. If told to equip when there standing on it works sometimes. Reloading the game will fix this.


To reproduce Sell pistol, then buy it back then try to equip it.
#63
Ideas / Re: The many-guns problem
November 13, 2013, 02:50:04 PM
Just adding to this how about, and this if just a if.

New race of raiders were to be made they could have guns that your people can't use at all so should be less guns.

One race could use bio weapons so they are part of them or a race that very high tech and when they die there guns blow up so no one can use them.
Sorry if this is off topic but I'm just thinking ahead and hoping there will be more then 1 type of enemy.
Still down for the mods,repairs, and so on :)
#64
Ideas / Re: Local jail needs help
November 13, 2013, 02:27:48 PM
Sorry I missed that it was a jail in space asking you and they come as a trader or the slave trader asks you to do this for him. If a trader can get to you why can't anything else?
#65
Ideas / Local jail needs help
November 13, 2013, 05:55:56 AM
A local jail will ask you to hold onto a prisoner for a period of time. Paying you for keeping them in your jail for a set time. Can't recruit them or else the jail well not pay you or send troops after you for breaking the law. One bad thing about this is that there gang members could try to sping them from jail. Other thing he/she can start fighting other prisoners or try to espace more offen. I like this gives more to the jail system.
#66
Ideas / Re: Your Cheapest Ideas
November 12, 2013, 06:41:57 PM
Solar panels should have to be cleaned or it loses effectiveness over time.
#67
Ideas / Re: The many-guns problem
November 12, 2013, 04:07:30 PM
I agree 100% with ya ShadowDragon
#68
Ideas / Re: The many-guns problem
November 12, 2013, 03:47:58 PM
The guns you get off the raiders should have missing hp. Durability affecting the price with trades pretty sure that's been said already. If someone on your team has a low durability gun a little pistol picture, big as the ! pops up over there head or if there's the same gun somewhere on a rack with higher durability but only at 50% they well look for a better gun and it has to be much greater. To stop them from looping.

Grenades should also lose 34 durability per toss making them 3 shots or go for even 25 per toss.
#69
General Discussion / Re: Post your defense
November 12, 2013, 04:38:05 AM
Here's my Steam City... got really lucky and got 3 steams at the start. So my place runs with not one battery. No walls can blow up now. Also I try not to use the funnel tactic to much. This wall design is pretty effective and works and any shape. But it cost a lot to make and you need a lot a space, pretty much need one door/window per your troops or you get over powdered fast. also was trying a whole place outside.



Also what's with the graves do they stop or slow them?
#70
Ideas / Serious Sammy
November 12, 2013, 03:33:26 AM
New Storyteller. Was thinking it be funny to have this mode. After 1 cycle or 2, waves of raiders or what ever else is added that can attack you. Almost none stop spawning but have a cap on how many allowed on the map at a given time, raise this over time. Also giving small pauses so people can loot the guns for money to by more slaves and do some major repairs.

Slave traders would have to be common and travelers wouldn't be able to spawn due to getting attacked the whole time.

Feel free to say no this idea kinda silly but would be fun to see how far you can make it. cheers
#71
Ideas / Re: Visible shipwreck
November 11, 2013, 11:56:30 PM
+1 Cool idea Todofwar maybe it can just replace the block of metal that's mineable at the start. So it's just a picture of the ship you take apart same as mining. Though It blowing up while mining it would be neat but could be bad for people starting the new map.

Don't want to get off topic but maybe even a event ship can crash land that acts the same.
#72
Ideas / Re: My proposal for the turret problem.
November 11, 2013, 11:15:24 PM
Think you missed what I was meaning I was saying that I like them 2 ideas, they are not my own.

And the more ideas :) is well for more ideas.

I'm out thought to much hating
#73
Ideas / Re: Scrap Recyclers!
November 11, 2013, 09:04:02 PM
I like this something to else to do. It should take a good amount of time to do this though and make people mad that work near it. Should only get at most 2 metals from stag part as walls cost 3. I'm fine with this low amount just mostly helps clearing slag.
#74
Ideas / Re: My proposal for the turret problem.
November 11, 2013, 08:58:04 PM
Sorry Produno my bad your right this has gone messy haha. I can't really think of any more ways though other then taking the guns away but that's not good too. There is lots of good ideas in this topic. Like the turrets need chips to make them so you start with some then the rest are bought but rare on traders.
Or raiders with a solar flare weapon.  Can be a gun that turns off turrets and what not or a Item they place on the ground far away that stops all things like a solar flare does. Till smashed or it runs out of power.

More ideas :)
#75
Ideas / Re: My proposal for the turret problem.
November 11, 2013, 06:57:17 PM
I think you guys were right before the turrets are fine it's the AI not understanding there's 20 guns on the side of a wall. The AI needs to know this and act on it. They should hang back from the wall, grenade it then have people with guns hang back a little then after the wall is down they take cover at the ruble. To spot anything to shoot. Kinda how a Player would do it but there's so many problems to this. Because they could just start shooting/bombing though your whole base.