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Messages - Necronomocoins

#46
Quote from: StorymasterQ on May 07, 2014, 02:08:48 AM
Quote from: Necronomocoins on May 07, 2014, 01:58:25 AM
Quote from: StorymasterQ on May 06, 2014, 09:43:12 PM
Quote from: Necronomocoins on May 06, 2014, 04:17:45 AM
...for 10 years (3650 days)...

That's a lot of days... I haven't even managed to go past 300 days. As I said before...
Quote from: StorymasterQ on May 04, 2014, 09:13:33 PM
...
Rimworld time is counted in days instead of months or seasons like, say, Banished.
Didn't want it to be easy to just "make" colonists, that would make the slave trade a bit redundant and the slave trade is the main reason I like to hoard silver. No, I want it to be slow and painful, a bit of realism.

Oh, so you wanted some children to sell to slavers, then? I guess that's...a good reason to breed...
Was just thinking it could be a way to supplement your supply of slaves when slave traders start to visit less, but now that you mention it, what a great idea, arrest and sell excess colonists. "I had a colony of over 100 colonists, now it's just me, but I'm RICH! Mwahahahaaa!"
#47
Quote from: StorymasterQ on May 06, 2014, 09:43:12 PM
Quote from: Necronomocoins on May 06, 2014, 04:17:45 AM
...for 10 years (3650 days)...

That's a lot of days... I haven't even managed to go past 300 days. As I said before...
Quote from: StorymasterQ on May 04, 2014, 09:13:33 PM
...
Rimworld time is counted in days instead of months or seasons like, say, Banished.
Didn't want it to be easy to just "make" colonists, that would make the slave trade a bit redundant and the slave trade is the main reason I like to hoard silver. No, I want it to be slow and painful, a bit of realism.
#48
Need to make this work for colonists, make it take 250 - 290 days of a pregnant (incap.) colonist and add child colonists that are happy to eat raw food/ generally happier/more fearful, stay fairly useless (can clean/harvest only) for 10 years (3650 days), then manual dumb/cooking until fifteen. Children don't get attacked/targeted by raiders, or maybe do, and get stolen by raiders as an event? eg. "Raiders have landed and are attempting to steal your resources/prisoners/children immediately." Happy childhood bonuses, happy/proud parent bonuses, extra unhappiness/fear durations, always arrestable children.
#49
Ideas / Re: Your Cheapest Ideas
March 27, 2014, 08:47:51 PM
Quote from: flobojoe on March 25, 2014, 02:43:40 AM
Sorry if this has already been suggested but a way to lock the doors. When raiders are attacking my base would be great if I could lock the doors to stop my people running out and getting in the way of my turrets.
I've been thinking the same thing, but with changeable states for powered doors only, (open, closed, locked, unlocked.) and possibly an access list, like with the storage/dumping lists but crossed off colonists won't use the door.
#50
Ideas / Re: Uncertainty Veil (Fog of War)
January 31, 2014, 01:32:26 AM
I think there should be an option for having fog or not, as some people seem to think it's essential and others never want to see it. Having a satellite or have someone stay in the remains of the destroyed ship in orbit, you'd have to keep sending food and oxygen to keep them alive but get bonuses like revealed f.o.w, research bonuses, comms. console, more frequent traders and cheaper trade goods, having to send stuff to the surface or back could cost big energy. Raiders that can scramble comms. and teleporters and have full map view from their ship, I would also want natives/raiders without this ability to balance this out. I personally would like to see a blacked out fog of war for areas you haven't seen yet, greyed out for areas you're currently not looking at and full colour for areas you can see, or if you include cctv, areas that the cameras can see.
#51
Ideas / Re: Your Cheapest Ideas
December 02, 2013, 05:31:55 AM
Pets, like a dog or robot dog that cause happiness in colonists, can carry out limited commands, like go there, stay there, attack, lay down and roll over. They would not be in the overview or have no boxes. They could be a trade commodity with the same negative effect as selling prisoners, always loyal, doesn't need a bed (sleeps anywhere), always happy, always hungry, eats dead squirrels or boomrats and maybe the colonists get unhappy when a pet dies (not with the robot dog idea). Another idea: Attachments, the colonists could get "attached" to colonists they socialise with more getting higher happiness bonuses when socialising with more attached colonists but higher happiness loss when/if they die/get sold.
#52
Ideas / Re: Suggestion and Discussion Megathread
November 29, 2013, 08:44:22 PM
Vehicles: Manned/unmanned armed/unarmed and armoured/unarmoured, maybe a drill tank that can move through rock, destroying it in the process.
Quote from: harpo99999 on November 29, 2013, 04:15:07 AM
I have used the double grab & drag a few times for smaller quantities like 200-400, BUT when I want to sell 2000-2500 food to a combat or industrial supplier to clean them out of all their stock, it STILL takes about 3 minutes to get to the approx area of quantity ( and in the games where this is an issue I usually have a food stockpile for 20,000 or MORE food)
Good point, typing in the exact amount you want would be easier and faster to get a more precise quantity.
#53
Ideas / Re: Suggestion and Discussion Megathread
November 28, 2013, 05:43:11 PM
Robots/drones. A jungle of research seeds leading to lots of research trees. Low tech (tribal?) raiders with excellent melee, thrown/melee weapons like spears, tomahawk that can be used close or at range or boomerang. Mind control aliens/chameleon aliens, hydrochloric acid for blood aliens, bosses, maybe a boss leader of tribes with mind control turning one of the colonists into a raider instantly, could be captured if incapacitated but could cause havoc from the prison if (chance?) when fully healed or possibly eventually help the colony. raiders or rampant native animals with an accompanying boss, tribes that can set up camp overnight. Space marine pods containing research seeds (valuable) with raiders that can set up (build) defensive zones around the pod and defend them. the reason for so many raiders is they took control of a cloning facility in orbit, eventually (after much research, lots of metal, building many rocket parts and some putting food in storage on rocket for the journey, a bit like Starship Architect.) being able to build a crude rocket that can dock with the facility in orbit or accidently dock with space marine pod (random chance stuff) and raid it, being careful not to damage walls in orbit or decompression and sucked out into space etc., taking valuable new items/item types/clones and/or resources (space suit/combat armour?) back to surface if successful. intact ship rooms that crash land, radioactive/toxic areas that cause damage to colonists over time if not treated. Multiplayer with multiple randomly generated maps interconnected, you start a multiplayer game and your comp randomly generates a map (as usual) but places you in a grid of online maps, with the ability to move off the edge of your map onto someone else's, maybe try to trade with them or take stuff by force or whatever. Limited range (especially in fog) line of sight, closed circuit television, television screens, a flamethrower! Ammo! not suggesting you implement ALL of these ideas, thought I'd put them all in one post, I'll have more ideas tomorrow. LOL Integrate this game's, EVERYTHING with Activision's "Battlezone" graphics and interface and it would be a top seller IMO. Ageing, I think a colonist should not survive longer than 365,000 days under any circumstances and should be too weak to do anything for when they get too old, some colonists that like to share a room with one person of the opposite sex, could result in having to build a nursery and eventually get a new colonist. The ability to haul light furniture, maybe heavier stuff with help.

Quote from: harpo99999 on November 26, 2013, 04:53:34 AM

a couple of small suggestions( but probably not so easy to program) for the trade window

(1) to allow typing in of trade quantities as well as the drag to alter quantities,

(2) speed of adjustment of quantity relates to mouse movement distance  ie move a small distance outside the trade window get slow increase rate, move to the edge of the game window, get fast (perhaps x10) increase rate

reason for suggestions when trading hundreds/thousands of resources it gets very boring to keep holding the mouse button down off screen and still only go up by one unit per tick



  I manage to get large quantities quickly by grabbing and dragging, grabbing at the middle again drag to the edge again again, going up at about 150-250 in a second or two.
#54
Ideas / Re: Your Cheapest Ideas
November 28, 2013, 04:53:52 AM
An extra equipment slot, line of sight, melee weapons that increase melee damage/defence and non weapon equipment (science scanner, motion detector, mineral scanner). With line of sight and limited visual range (like in Eclipse Colony), could have cctv as a researchable and eventually get full map view with comms. console and a view screen or something, but needs to be manned. Water could just be a darker square for damp, light blue for shallow and dark blue for deep. A flamethrower! Wood and wooden torches, Low tech versions of everything that can be low tech. Locked/unlocked open/closed state for doors that are connected to power.