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Messages - SleepyFox

#46
Creative Rewards / Re: Creative Rewards Guidelines
October 26, 2013, 01:50:09 PM
Quote from: Tynan on October 26, 2013, 12:32:22 PM
Quote from: AgesBeyond on October 26, 2013, 11:01:28 AM
Hey there, I read through the longsleep revival briefing and thought the idea of transanimals overthrowing their human creators was a pretty interesting concept. With a Pirate King tier donation, would it be possible to create a reasonable transanimal leader that still fits in with RimWorld's lore? Thank you!

Sadly no, just because transanimals aren't really on the horizon for actually being in the game.

What about, say, ears and tails under the 'Fashion-driven genetic modifications' area when it comes to flavor for a pirate leader? Since I don't expect that you'll actually see them so they wouldn't need to be put into the game as an art asset. (...yes my pirate queen is supposed to have fox tails and fox ears... but it's negotiable)
#47
Creative Rewards / Re: Creative Rewards Guidelines
October 25, 2013, 11:01:06 PM
What about Pirate King stuff? I'm not sure I have a full grasp of what that actually entails if the Pirate King/Queen will be just someone that's communicated with or will actually end up joining the colony for... some reason?
#48
Ideas / Re: Your Cheapest Ideas
October 22, 2013, 06:31:13 AM
Quote from: miah999 on October 22, 2013, 06:22:29 AM
Quote from: salt1219 on October 22, 2013, 06:20:39 AM
I love the cleaning/repair bot idea, they could use your power and stop working during a solar flare or when they are unable to charge up.

I can see some cool random events happening with them too.

Yeah, like they sweep you to death in your sleep. >:(

Autowash.  :o
#49
General Discussion / Re: Introduce Yourself!
October 22, 2013, 05:18:59 AM
Fox here.

Rimworld?
Found it on Kickstarter, kind of at random. Being a lover of buildy-type games (and as much as I love DF, the interface is unfathomable, so I tackle it every... six to eight months.) and fortress games and little strategy games, I saw this and was all starry-eyed. Being a streamer (insomniacgamers.net), I jumped on the opportunity to see if I could give this beautiful little beast some loving coverage. It's been a hit (both personally and with the community) so far and with how solid everything is already, it can only get better and better.

Favorite other game?
I honestly can't easily choose any single favorite. I jump around a lot. I revisit old favorites. If I had to really think about it, Total Annihilation is probably still tops my list. Genuinely fun RTS with concepts like physics-governed cannon shells, 3-d terrain, and persistent wreckage of destroyed units. Beautiful. Nothing like seeing a forest filled with smoking hulks after a big fight.

Embarrassing story?
...I've made not one, not two, but three full iterations (and in two different games) phallus-shaped helicopters live on-stream. (The original can be seen Here and it's mostly safe for work if not for language. Banjo-Kazooie Nuts & Bolts)

Cereal?
Fruity Pebbles, Cocoa Krispies, Cinnamon Toast Crunch, smoked sausage and scrambled eggs, maple & brown sugar oatmeal, won ton soup. ... breakfast sometimes overlaps into dinner, and dinner sometimes overlaps into breakfast. But I think Fruity Pebbles are a favorite.
#50
Ideas / Re: zombies... lots of em.
October 22, 2013, 05:03:38 AM
Reavers, Mal.
#51
The unfortunate thing I find is that even with hand-picked (lovingly I might add) targets, even in early stages raiders tend to just flat out die. I think some of it is in the storyteller, which likes denying me new blood for my colony when I'm doing way too well. Even with a pistol and an uzi, Richard the disgruntled oaf dies into overkill thanks to a convenient critical hit or some such. I think until we get non-lethal (or less-than-lethal) weapons we're stuck with the random whims of the storyteller and combat for the moment.

Though if you're clever, building a wall behind the raiders in the middle of a firefight could help, make 'em run past your defenders and then run in and melee them into submission while they're trying to flee. Just an idea. Haven't tried it.
#52
Ideas / Re: The many-guns problem
October 22, 2013, 04:31:23 AM
Gun degradation is already somewhat in place. Every entity has an HP level. Guns get destroyed by fire/explosions. Factor the gun's HP into how they act? The lower the gun's HP, the higher the chance of it jamming (causing an automatic 'missed turn' in combat), making it less accurate, or if the AI is feeling cruel and the gun is almost entirely broken, exploding in their faces.

Every gun could have a base metal value for meltdown purposes, and the Fallout 3 option could work with it too, where if you've got a pair of pistols that are in crappy condition, you could slap 'em together and make one pistol of slightly-less crappy condition.

Putting in a somewhat more detailed maintenance skill on colonists could help this also, where it affects the upper limit of how good the shape of your weapons are (and probably adds one more task for your little antfarm to worry about.)

Actually managing it should probably just involve a 'manifest' screen of your current inventory of weapons in the colony. Stick it in a colony UI tab and make it sortable by gun type when you start getting too many. Colonists already have a similar tab in place with the Overview, just put 'Armory' on another tab and you could see all the weapons you've got in the colony, their condition, and who is wielding what.

With a simple tab, it could mean less micro, and maintenance priorities could be a click away. Got a bunch of pistols that are all damaged? Click the one on the list and check the 'repair' tab. Other pistols will be prioritized over that one to be pieced out to fix that particular pistol (Because Skoodge the Assassin likes that one best.) with a checkbox that lets you mark which guns are allowed to be salvaged out and which ones are to always be maintained in the colony.

This way, it's both semi-automated but requires the player to do some work. Huge raid coming and your best rifle is looking rusty and you don't have any rifles to fix it with? Tough titty! But wait! Maybe you could slap it on a bench and use some of your scrap to enact some good ol' duct tape repairs at a cost of the weapons maximum durability?
#53
Ideas / Re: Your Cheapest Ideas
October 21, 2013, 11:31:50 PM
Only saw one notable mention of aggressive squirrels. So.

RADIOACTIVE MUTANT SQUIRRELS ...maybe some fissionables or a reactor core survives re-entry and mutates some local wildlife and they grow larger, start glowing unnaturally, and develop a taste for human flesh?
#54
General Discussion / Re: Corpse Disposal
October 21, 2013, 09:44:44 PM
Yeah best solution right now is just molotov a pile in a dumpsite and watch the space clear like new. Fire always makes it better.
#55
Stories / Re: We Crashed Here: Comic Series
October 21, 2013, 09:41:15 PM
My only question is... are any of them good at underwater basket weaving? Very important skill! Excellent comics. <3
#56
Stories / Re: The Happenings of Hope's Landing
October 19, 2013, 03:43:12 AM
Quote from: miah999 on October 18, 2013, 12:42:51 PM
You can uses sleeping spots for prisoners.

But a nice environment does seem to speed things up a bit, but there are other factors that help more like a really good warden. For instance I made a "Courtesan" my warden, she had level 10 social skill, and recruitment came as soon as they could walk again.

All you need to do is get her registered for the Companion's Guild. Never run into a Courtesan, not yet.
#57
Stories / Re: The Trade Colony of Ghost Town
October 18, 2013, 05:40:54 AM
...subsequent testing on a different game has shown that setting up pillars /outside/ of the base and then playing Bomberman with enemy raids is effective. ...and sadistic fun.
#58
Support / Dumping Area Buttons
October 17, 2013, 09:22:19 AM
Running in 1600x900 windowed. Dumping area buttons in current build are... off kilter. Same button overlap applies to graves.

#59
Stories / The Trade Colony of Ghost Town
October 17, 2013, 09:08:11 AM
...on the border world of New Yakstabia. The names of the colonists have been changed to protect their identities.

The initial landing was a rough one. The only survivors of the GSB Escape (pronounced ess-kah-pay) was a doctor and a laborer on the way to a different colony and the ship's security officer. The scrap recovered from falling pieces of the ship was formed into crude walls and fortifications that eventually grew into a small compound against a large mountain. Though not quite 'Vault' material, the small fort thrived for a time. The Commissar (known as Ghostmunchies, and subsequently the town's true founder) fended off the first attack by a desperate individual who had also shipwrecked.

The laborer, Shadowless Wanderer, was assigned the old pistol. Its former owner had no need for it any longer. The doctor, who shall be known as Bookmark Bamboo, tended to the wounds incurred by the fighting. For a time, Shadowless and Bookmark took turns 'shepherding' lost souls into the colony's fold.

In time, the compound flourished. Fortifications were solidified, and contact with the outside world was re-established. These brave colonists now had a home, and began trading with passing vessels, selling 'acquired' weaponry and liberating slaves from slave vessels with their considerable capital. Several concerted efforts by offworld raiders have since ravaged the camp's outer defenses. Though at times up to a dozen individuals (and more) had assaulted the base, only two casualties have been buried.

Unfortunately, these two casualties were two of the founding members of the colony, both Ghost and Shadowless having perished bravely in defense of the gates. This picture is the state of the compound before the assault that claimed the life of Shadowless. It's a very self-contained trade complex. No less than 15 raiders assaulted from the north, and four of the turrets were lost as well as our dear Shadowless.

The second picture down is the current state of the base.





Setting up staggered pillars not only looks nice, but gives convenient cover. With a little work, you can put a roof over it too (like you can see in the front gate portion.) The upper defenses need to be restored, but consolidating them into a more compact setup like the south side might be a superior plan. Currently seven colonists live in Ghost Town, selling 'reclaimed' armaments for scrap metal, selling their abundance of food to passing ships that need it, and enduring constant aggression from raiders and the raw elements. 68 days in and Ghost Town manages to thrive despite the blood-soaked sands.

The full album is here with commentary and descriptions.

http://imgur.com/a/Ag7O8#0

This is being streamed at random times at InsomniacGamers.net ! Check our calendar. (I am also under the name Sleepyfox there)