Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Somz

#181
Help / Re: Think my Rimworld is illegal
April 11, 2014, 12:54:52 PM
Quote from: jamieg on April 11, 2014, 05:24:56 AM
this is funny because you have clearly admitted to piracy, and admitted you do it alot?! the people whos shit your ripping off took them time and money!! BUT i can rest my mind knowing that somewhere is this thread saved long with your i and hopefully you are ow on the popos list ;)

There are quite a lot of pirates out there, and no, "popos" (whatever that might be) won't target pirates downloading illegal content individually, but hosts, sites, those who share them.
Also that some (quite a lot, actually) people don't get payed as good to buy games (no, I'm not talking about a new game each day/week), not to mention those who buy games because they were able to download them, liked it and decided on supporting them. Understandable even though I dislike it to a certain degree.
On that note, Funny you're against it with a profile picture of a pirate.



My advice? Decide it yourself. Wheter you feel bad enough about it to delete, or keep playing without being able to update, maybe buy it when you can. Your call.

Anyway, how can people download "verry old games and ---never online---" ?! x)
#182
Help / Body shape change? Where? How?
April 11, 2014, 12:36:39 PM
So...yeah, that's it. After playing 'til I was simply overrun by the sheer amount of raiders (day 672) I started tweaking, "modding" things.
Yet I failed to figure out how to change the basic shape of characters' bodies. Skin/hair colour, hair, face shape, clothes, found everything but this.
I've found only one value I do not know of, what does <id>Human8160</id> stands for?
I don't recognize it and only screws with the game if I replace it with random numbers, plus it does not really look like a value that would change the body-type anyway. o_o

Thank you, and I apologize in case the post is misplaced.
#183
General Discussion / Re: Most efficient crop?
April 11, 2014, 07:57:00 AM
Quote from: Epik3YearOld on March 09, 2014, 06:02:47 AM
I use the human meat and potatoes. I rule my colony using fear.

OH MY GOD!
You sick, sick bastard.
How could you...?!
Are you out of your mind?!...
Potatoes?! You disgust me! x)

Anyway, I was wondering, does cooking humans come with a side effect? Because I have 13 hungry mouths to feed and well, around a hundred dead bodies waiting for a random lightning strike to incinerate them... o_o
But I'm a good guy, so if (BUT ONLY IF!!!) it comes with a side effect such as going crazy, - a sh*t ton of happines or something like this,
then I'll just feed the corpses to the gods!
So may the gods spare me, may they won't send all the boomrats to take the lives of my colonists...!
#184
General Discussion / Re: animal overpopulation
April 11, 2014, 07:46:07 AM
Quote from: Morden on March 09, 2014, 10:54:44 AM
So after 364 days in my colony, i got so many animals on the map, that there is no more grass, only cactus, apart from where i protected my fields with walls. Fun thing, i don't need to hunt anymore since a lot of them die of starvation regularly. Muffalo were extinct like 3 times, but popped back after some time. Only bad things are that boomrat are exploding randomly around, and if a cargo crash, there is a big rush toward the food, that don't last more than a few minutes.


I don't know what to think about that, maybe add some natural predator or something to regulate the population, or just a limit of how many living animal of each species can be at the same time.

Or else. I would like to know about my other fellow colonists.

I am their natural predator...well...my colonists are. o_o

Anyway, since I was playing just now (D-143) and so far quite a lot of questions arouse in me, I've come here, seeking answers.
Well, you answered one.
I hunted down every last living thing on my map, later fearing the game won't spawn more. o_o
Manually of course, trying to feed 13 colonists (and to raise the firing skill of them).
The auto-hunting really does sound good.
-1 question. Today was a good day. :)
#185
General Discussion / Re: My anti-multiplayer request
April 11, 2014, 07:17:20 AM
Though multiplayed does sound good, I don't even dare to imagine the downsides and complications.
2 bases on a map, with or without territorial restrictions, 2 maps and the possibility of raiding the other, 1 base shared controll, tempting, there are quite a few options, each with a s**t ton of downsides.
But yes, I too agree, multiplayer should be the very last thing to have.
I'm still waiting for the anti-radiation implement (a building, or how about underground?! How does radiation go through a mountain to screw with your electronics?), + there's little to no use of the doctor class/artist, I didn't find any use for medicine, shells and uranium as of yet (or maybe I just missed it), + the character traits have no impact on the sims...
Yes, a more complex single player game will suffice, multiplayer can wait...forever if that's the case. :)
#186
Ideas / Re: Narrow customization
November 16, 2013, 08:52:00 AM
Quote from: Galileus on November 14, 2013, 07:43:38 AM
I would be happy with an ability to pick few parameters that won't be randomized. Name doesn't count :) Say you can pick class and one of pasts manually, but everything else is random. Or pick up +2 to selected skill and one perk, but everything else is randomized. Or maybe just lock one thing and one thing only, still better than no. Or maybe just customize first colonist (you "avatar" to get close to) and everything else is left to random? Or lock 4-5 values between all 3 colonists and leave everything else to randomness and these long sessions of <randomize> spamming, where you end up missing the one you actually wanted and realizing only after 15 more clicks on the button? Or maybe for every variable locked 2 other are hidden and you won't know what they are until you start the game?

Some sort of giving more customization while not giving up randomization would be nice :)

Yes, some randomization is nice of course.
You have good ideas, Locking values is good,
picking the past too (I will pick the one I want either way, it'd only save time).

Or maybe it should be more like "sectioned randomization"?
Seperatedly the character (age, name), the characters' past, and their traits?
that would save me around thousands of clicks... Maybe more. o_o
#187
Ideas / Re: Your Cheapest Ideas
November 16, 2013, 07:52:22 AM
I've been going through the ideas to know what not-to suggest (again) and I've run into AwMeGawd's idea which is pretty damn good, Kudos to him(/her), I fully support this idea and suggest you to make something like it!

I am running out of metal, plus because of the size of the colony, it eats up a lot of power,
so a mining building (like low, slow but constant metal output), a power hungry machine that could even generate dirt/gravel/stones/whatever around it or in a specified area)
and a steam powered generator (eating up crops to generate some electricity, fed by people)
would help people out "late-game", like me, because if I don't run into a ship selling a ton of metal soon, I won't be able to replace the destroyed turrets and I'll get smashed by those pirate...assassin...raiders.
I have mined out every single ounce of metal on the map and fear the worst...

Edit: Also, I need moar colonists.
Breeding. Think about it. I know it might not be a "cheap idea" and even though it's not "The Sims", I think it'd be fun. One of my colonists is "pregnant" (and even though it's a guy...?) it's been a long time and I want that new colonist!
I don't know, a cage or a growing pod to put the little fellow in, feed it once in a while, then after X cycles it becomes a 15 years old guy/girl (the youngest colonist I've seen so far).
Also, aging might be a good idea too. Doesn't have to have effect on the game.

Or maybe they could die when they reach 100 or something,
it would make people rethink capturing someone old.
#188
Ideas / Re: Your Cheapest Ideas
November 16, 2013, 06:17:38 AM
I am currently playing with an older version of the game, I did not bother to DL the new one yet, I fear the loss of my saved games (for I have yet to find the place the save files are).

So here are my ideas:

-More happiness stuff (Tv, Mood lamp or anything, sorry my imagination here is poor)

-An option to make your colonits "have some fun" for a while, sending them to a previously selected place for them only to sit and chat? +happiness)
(Edit: -Another kind of "work" tab, with priority to have fun? if all the work is done,
to have them go to that previously selected area and play cards or something?
would be good in my opinion.)

-New food making stuff (they don't like nutrient paste)

-Maybe some new turrets (double LMG, "sniper",
maybe even a short-ranged flamethrower)

-An option for walls/conduits to toggle on/off power transfer (if one were to build batteries for emergencies and would like to keep them at 100%)

-Anti-fire equipment for putting out fires (burning people included)

-A "lightning catcher" or what it is called, with a transformer, to have some more electricity on stormy days and/OR to keep lightning away from your base AND colonists.
they are very flammable, the colonists.

-(now I do not know how simple or complex this is but)
I have a hard time recruiting anybody now because every attacker dies
or flees (mid-late game), so some more guys "passing by" would be great,
or if the chance of attackers getting knocked out would be higher, it'd be great as well.

-A "stungun" or turret would be also useful (for purposes mentioned above)

-An option to literally "burn" corpses where they are instead of having someone
carry around all the corpses making him/her really unhappy (with the lack of happiness options it's really a pain in the arse)

-A food "dispensor" that requires no electricity, or just an option to extract raw food from the paste dispensor in case of no power/solar flare (I lost a game because my folks starved to death...

-Having an option to select the area(s) people can/can not work on,
for example if one were to have 2 growing areas or anything one could assign a grower to each)

-Priority option (to set up priorities yourself)

-A device or something to protect your electrical devices during Solar Flares
(it's really hard to protect your colony of 7 without turrets, with 30-40 bandits attacking).

and...yeah, that's it for now.
Probably you are working on some of them already, one can never know. :)
Anyway, it's a great game, sometimes annoying but really awesome.
You have my thanks!
Edit:
Yes, I should have read the other ideas... If I were to "stole" anything, I aplogize.
And I promise I'll read next time before posting anything. :)
#189
Ideas / Narrow customization
November 14, 2013, 07:30:14 AM
So...Yeah. To "randomize" with specifics to some degree might be good and maybe (just maybe) I wouldn't get a 15 years old nymphomaniac women with murderous past,
but at least she's a cat lover...and a former addict...
(on which I laughed but it just won't do the trick, I want a miner!)

So, something to narrow down the randomization would be pretty good,
like an option to "search" for
more social / intellectual individuals,
individuals more capable of manual labour and such.
Also, removing the inconsistencies would be good as well,
meaning: I wouldn't get a soldier guy who's also an urbworld entrepreneur, incapable of social and caring stuff, with low pain threshold but at least emphatic (but incapable of caring?!),
or medieval slave who became a medieval lord (the stats neutralize each other)
who's dislexic,
or again a soldier and commissar, a gunslinger who's shy and missing a few fingers...
Right, so it's funny and I actually laughed a few times, but of course as I read the (possible) traits, I had my ideas of minions I'd like to order around, and this all random stuff did not help me out.
And of course I'm stubborn enough to click on the "random" button for an eternity util I get something close to what I originally figured out (that's around an hour / minion).

Summa summarum, some very little narrowization options would really come in handy in my opinion. :)
Consider it please,
thank you.