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Messages - Necronomocoins

#31
Ideas / Re: Funerals
April 15, 2015, 07:36:06 AM
I like this idea +1
#32
Ideas / Re: What is a house without a window?
April 15, 2015, 07:34:48 AM
I like the idea. Maybe different size windows could have different amount of buff/debuff and, if you have a room with a window and change it to a prisoner room, the prisoner has chance to escape through the window, taking 5 or 6 seconds to get through and possibly cut themselves breaking the window and climbing through. I write from experience.
#33
Ideas / Re: Uncertainty Veil (Fog of War)
March 27, 2015, 05:28:10 AM
I think a CCTV and satellite launching research options, unlocking powered cameras with unlimited visual range and a console early on then full map view later, after a satellite launch would add to the game and remove any confusion that a FOW might bring.
#34
Ideas / Re: Uncertainty Veil (Fog of War)
March 26, 2015, 05:01:58 PM
Quote from: AllenWL on March 25, 2015, 09:58:05 AM
Besides, it would also pretty much turn the mortar into a useless lump of metal.

I don't know if you've ever used a mortar before, but it IS a useless lump of metal without a spotter, relaying to the guy aiming and adjusting the mortar, where the last shell hit and what he should adjust in order to hit a target.
#35
Ideas / Re: Uncertainty Veil (Fog of War)
March 26, 2015, 04:55:08 PM
Maybe we could convince someone to mod this into the game? So if you want FOW you have to download and install it. I liked the night time darkness mod, I can't remember what it's called, but it's not exactly a Fog of War, just a very dark screen at night. I want more of a greyed out fog and black unexplored FOW and line of sight, visual range, maybe extended visual range with a sniper rifle, bionics etc. and reduced visual range with loss of an eye or visual impairment due to age etc. with very dark screen at night too.
#36
Mods / Mod request: Fog of war
March 26, 2015, 03:01:56 PM
Is there already a FOW mod? I'm specifically looking for FOW that includes a line of sight, visual range reduced in darkness and partially blocked vision (partly greyed out and partly still visible) for low obstacles such as shrubs and animals. Stationary objects should remain visible in the greyed out and shouldn't change any information or graphics until it comes back into visual range of a colonist or CCTV, with powered cameras attached to a console via conduit.  Tynan seems pretty sure that he is not going to implement FOW, so, please, could a Modder mod this mod into a mod?
#37
Outdated / Re: [MOD] (Alpha 9) Melee+
February 24, 2015, 02:53:12 AM
I don't know all the weapons you listed, so I don't know if any of them are the same thing as a Naginata (Scimitar on a quarterstaff) or a Kusari Gama (don't know if I spelled that right but it's a blade or spiked steel ball on the end of a quarterstaff length chain). Both should require an amount of wood and steel or equivalent resource to create and should give the attacker one extra cell of range when attacking and maybe a debuff when the target is closer. Just an idea.
#38
To build a pillbox or bunker, build a room with no doors and one square inside, deconstruct all but the corner walls and construct sandbags in their place. All good ideas, though I like 8 and 9 the most.
#39
Ideas / An extra equip slot for colonists with 2 arms
February 04, 2015, 07:21:22 AM
An extra equipment slot for colonists that still have both arms and reduce that amount by the amount of arms lost when a colonist loses an arm. Carry skill, higher skill allows colonists to carry more, bionic arm allow colonists to carry more. Maybe a colonist could carry a gun or sword and a meal to head into a battle or a gun and knife, for close encounters, or they could be empty handed and able to carry more.
#40
I usually just put "ton" or "ington" on the end of the suggested name.
#41
Quote from: Zeta Omega on September 07, 2014, 12:28:22 PM
Quote from: Necronomocoins on September 07, 2014, 03:59:59 AM
A rogue AI goes crazy, manufacturing and distributing hostile mechanoids across the galaxy. (ala Skynet with it's Terminators, Shodan from System Shock 2, HAL from 2001 Space Odyssey). Sounds very plausible and was the assumption I made about why they were not in anyone's faction. I think if "re-programming" happens it should be an almost impossible achievement for even the most advanced colonies.
Not me, I didn't say "can't" I said "almost impossible" which means it should be very difficult but not impossible.
Hackers and programmers can do a lot of interesting stuff these days, Who says that a futuristic society like Rimworld cant reprogram a scythe to DEFEND then ATTACK
#42
They could be enemies of each other but not an enemy of your colony.
#43
A rogue AI goes crazy, manufacturing and distributing hostile mechanoids across the galaxy. (ala Skynet with it's Terminators, Shodan from System Shock 2, HAL from 2001 Space Odyssey). Sounds very plausible and was the assumption I made about why they were not in anyone's faction. I think if "re-programming" happens it should be an almost impossible achievement for even the most advanced colonies.
#44
Ideas / Re: SPACE WAR!!!
September 05, 2014, 03:56:13 AM
Quote from: StorymasterQ on September 01, 2014, 09:24:21 PM
Having a ship go up and then "moving the game" to follow that ship is akin to playing Sim City 2000 (remember the good old days?), making the Space Arcology, have it launch, and then "move the game" to follow it.
Or Civilization, making the ship to Alpha Centauri, and then "move the game" to follow the ship.

That's a HUGE change. That's effectively a new game. New core mechanics, new UI, new things to do, new materials to gather, new challenges, new experiences, a whole 'nother game.

I don't think you ought to fool yourself into thinking that can still be called "RimWorld". Much like the Arcology is no longer a Sim City game and the space ship no longer a Civilization game, this ship we're talking about is no longer a Rimworld game.

Don't get me wrong, it CAN be made into another game, but it's another game altogether, not a part of Rimworld proper. Rimworld may, for instance, when launching a ship, generate an "end-game file" containing the stats of the ship, e.g. colonists, any included wealth, etc.

Said file can then be fed into another game (that's, ANOTHER game) which can then follow that ship in all its travels. Meet new people, trade, fight, crash into another Rimworld, upon where it generates yet another seed file that Rimworld can use to create a new game.

THIS IS A GAME CYCLE I WANT TO SEE. Not ONE game doing everything, that's terrible design. Instead, have a game cycle spanning MULTIPLE games.
Just adding the ability to switch between the ship you construct and different colonies you may have created using the launched ship and at least 3 colonists, would barely change the game at all. You would be able to go through the game creation phase several times in one game, but start with your favourite colonists from the last launch.
#45
Ideas / More aiming options
August 30, 2014, 02:39:42 AM
The ability to assign colonists with guns to aim for a specific location, (head, body or limbs.) taking longer to aim but increasing the chance of hitting that location, aiming at the head more likely to kill, at the legs to incapacitate. A bit like saying "Shoot to kill" or "Non-lethal takedowns preferred".  Predator animals (Lions, a tiger, giant insects?), that pass through or hunt colonists (maybe with a warning message), tameable animals that increase happiness and a flamethrower! ;D Also, when you have built a ship and launched it you should be able to find and raid other colonies\tribes\pirate gangs on the map you generated to build the colony.