+1
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#77
Bugs / Re: raiders dropped everywhere
September 06, 2014, 12:48:09 PM
seen a few times: all raiders spread evenly over entire map.
and lag happens when there are too many attackers. with any attack.
and lag happens when there are too many attackers. with any attack.
#78
Ideas / Re: Emergency Zone
September 06, 2014, 05:42:19 AM
we want something like that since prealpha and we want it more than anything else.
Tynan! PLEASE! WE ARE BEGGING YOU!!!!!
Tynan! PLEASE! WE ARE BEGGING YOU!!!!!
#79
Ideas / Re: 2 Ideas in 1 post: Hierarchy & Privileges + Surrender
September 06, 2014, 05:35:07 AM
hierarchy is nice idea! want it! [a smile with horns]
#80
Ideas / Re: SPACE WAR!!!
September 06, 2014, 05:14:36 AMQuote from: Iwillbenicetou on August 28, 2014, 10:31:39 PM
I think it should be in. Because I don't like end game. It's just you're gone. It's over that's it. I like this idea. It's like another stage. Or you could choose to just end it there and end the game.
it should be a different game, that uses a special savefile (ship configuration and crew) to start a new game(or a new game+). and after that you can "drop" your ship and start rimworld on a new map with your crew and looted stuff
#81
Ideas / Re: vehicles
September 06, 2014, 05:02:28 AM
i think a vehicle is like a "movable building" and to man it works like in criopod
i thought of 2 types:
pickup: after manning it you can send it to a place where loot is and it starts collecting it in a radius around it.(like trader beacon) if there is nothing more or it is full or you send it back, it will drive back to his parking loot, drop all collected stuff and release driver.
tank: like a movable turret. the more people will man it, the more and better guns will shoot.
feel free to use it in a mod
i thought of 2 types:
pickup: after manning it you can send it to a place where loot is and it starts collecting it in a radius around it.(like trader beacon) if there is nothing more or it is full or you send it back, it will drive back to his parking loot, drop all collected stuff and release driver.
tank: like a movable turret. the more people will man it, the more and better guns will shoot.
feel free to use it in a mod
#82
Ideas / Re: Too many corpses...
September 06, 2014, 04:33:28 AM
incendiary mortar works even better. or molotows. but i too want animals, that eat corpses
#83
Ideas / Re: [UI] Trade window overhaul.
August 21, 2014, 12:06:14 PMQuote from: Billy Rueben on August 20, 2014, 04:12:09 PM+100500!
I'm just sick of slider bars in the trading screen period. I'm still waiting for "Click to insert amount" to appear.
it is PinA to drag it around!
and it is better to have categories instead of altogether.
#85
Ideas / Overwhelming Forces side B
July 15, 2014, 01:19:47 PM
like ianfkyeah i had a problem with overwhelming forces but another way.
27 colonists, lots of turrets, city wall and about 200 tribals(managed to chose about half of the bodies on the ground -> 80*2=160 and some more have runaway)
have won. but my quadro core with 8 gig RAM and NVidia GeForce GTX 560 was hardly able to show me those attacker and do more than 1 FPS.
i thought about do quality over quantity:
5 levels: peasant, warrior, elite, champion, warlord. every next level has better stats, armor, weapon so it can do about same damage as 2 of previous level.
warlord=2 champions = 4 elite = 8 warrior = 16 peasants.
so instead of 160 peasants you can send 10 warlords. it should stay challenging for player and not for his hardware.
for example for tribals
1 peasant: collector, stonethrower.
2 warior: hunter(bow), warrior(pila, letherarmor)
3 elite: berserker(axe, shield)
4 champion: warpanter
5 warlord: warmufalo rider
[attachment deleted by admin: too old]
27 colonists, lots of turrets, city wall and about 200 tribals(managed to chose about half of the bodies on the ground -> 80*2=160 and some more have runaway)
have won. but my quadro core with 8 gig RAM and NVidia GeForce GTX 560 was hardly able to show me those attacker and do more than 1 FPS.
i thought about do quality over quantity:
5 levels: peasant, warrior, elite, champion, warlord. every next level has better stats, armor, weapon so it can do about same damage as 2 of previous level.
warlord=2 champions = 4 elite = 8 warrior = 16 peasants.
so instead of 160 peasants you can send 10 warlords. it should stay challenging for player and not for his hardware.
for example for tribals
1 peasant: collector, stonethrower.
2 warior: hunter(bow), warrior(pila, letherarmor)
3 elite: berserker(axe, shield)
4 champion: warpanter
5 warlord: warmufalo rider
[attachment deleted by admin: too old]
#86
Ideas / Work Manager AI
June 23, 2014, 01:49:42 PM
damn! 11 idle colonists and Rimworld becomes turnbased! to many looking for a work and too often.
idea is to make an AI that manages list of works: looks for more, gives it to most suited colonist(better skill, closer) and if colonist want a break, it can give work back to work manager.
pros:
1. lookForAJob method will be called less often.
2. this method becomes resource eater cos many works can be added to the list directly(building, mining, hunting...)
3. better priority management
4. no more carousels
contras:
don't see any
idea is to make an AI that manages list of works: looks for more, gives it to most suited colonist(better skill, closer) and if colonist want a break, it can give work back to work manager.
pros:
1. lookForAJob method will be called less often.
2. this method becomes resource eater cos many works can be added to the list directly(building, mining, hunting...)
3. better priority management
4. no more carousels
contras:
don't see any
#87
Ideas / Re: Mini map before and in-game
June 15, 2014, 04:28:57 AM
+1
and for preview +100
first stage for free
and for preview +100
first stage for free
#89
Bugs / Turrets don't target over obstacles
June 11, 2014, 08:31:19 AM
turrets don't target over throughshootable obstacles, even if colonists do. if there is no clear path between turret and raider
on the first neither turrets nor raider attack
and on second, when i made a hole in back wall they start atacking
[attachment deleted by admin: too old]
on the first neither turrets nor raider attack
and on second, when i made a hole in back wall they start atacking
[attachment deleted by admin: too old]
#90
Outdated / Re: [MOD] (Alpha 4F) The Kitchen Project (v1.1 - june 9)
June 10, 2014, 08:19:16 AMQuote from: LittleMikey on June 10, 2014, 07:13:37 AMnot a bug but they will haul first material to many tiles and second to one tile then build it and go get material for nextQuote from: windruf on June 10, 2014, 05:17:48 AM
nice.
small tip: go to Defs\TerrainDefs\PavingKitchen.xml and remove
<li>
<thingDef>Metal</thingDef>
<count>1</count>
</li>
or your people will never be done with building this floor.
Is there a bug if a floor has more then one type of material required?
compare it with a floor that has only one material and you'll see