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Messages - BattleFate

#31
Mods / Re: sniper turrets?
March 07, 2014, 02:15:37 PM
Thanks Kilroy (and Cala). I'll download and install that new pack asap.
#32
Mods / Re: sniper turrets?
March 07, 2014, 11:04:25 AM
Hey guys,

Cala13er, I think you're right. I was looking at your project annoucement the other day. I also downloaded a couple of turret mod packs (Kilroy232, yours is one of them), and I must have gotten mixed up. Thanks for clarifying that up.

Kilroy232, I appreciate tossing together the sniper turret quickly for me. Are you going to add it to your turret pack (the one referenced in your signature?) If so, it's not listed as one of the turrets in the pack at the moment... I think that would be the way to go (gives me less mods to load up, I already have more in my list than I can display on my menu screen). :)
#33
Ideas / Re: Surviving Pawn/Skill Perks
March 05, 2014, 09:35:07 PM
I like the idea of a 'long-term survivor' perk. I know which of my pawns survive from the beginning (or close to it), and which ones I only got recently, but the colonists should also recognize that. Relationships is one thing I'm hoping to see soon, but also I like the idea you put forward.
#34
Mods / sniper turrets?
March 05, 2014, 04:35:19 PM
I thought I saw a mod that had sniper turrets. In fact I thought I downloaded and installed it. But I can't find any sniper turret to build in my game, and now I can't even see the relevant mod here... Am I hallucinating?
#35
Yes, sorry. reload time and refire time... Essentially the original stats you had here before adjusting them.
#36
Ideas / Re: Cook Stove / Butcher Table Cap
March 05, 2014, 10:45:05 AM
Quote from: WolfenRayneGames on March 05, 2014, 07:37:31 AM
I have noticed when you set either the Cook Stove or the Butcher Table to 'Infinite', it does just that, quite literally, until your food is littering the floors (and until they expire or get eaten). I think 'Infinite' should be more 'infinite so long as there is room in an assigned stock area', otherwise you waste a lot of food.
I believe this issues is being addressed in Alpha 3. According to Tynan's change log: Added target amount for bills; colonists won’t do the bill if you have more than the target amount in storage.

To me this means it will check your storage areas, and confirm you need more of this item to be made before it will make it.
#37
Quote from: SlayR on March 03, 2014, 04:00:50 PM
Thank you all for feedback. I'm actually unhappy with pistol too! (GOSH DARN OP!!!!1) I'll work on some more balancing for now! Will upload in about a day!

EDIT: Ok i couldn't wait. Here it is!
Thanks for addressing our concerns.

I have a question, can you post what the original timing was? That way we can confirm how it's changed? I'm just curious is all.

(also, if I have V1.0 before and now download the V1.5, will it cause any corruption in my save game?) EDIT: I downloaded and installed the new version, and my savegame works just fine.
#38
I proposed something like this previously in another thread (along with other ideas), and am pleased to see it implemented.

Having installed it and used it, I like it. But I feel the refire and reload times may be off. As people have said, the guns turn out to be too effective. But I don't know that it's because of an issue with the damage, but the refire rate.

Sure a handgun can unload at a target pretty quick, but the game accuracy was made for the vanilla weapons, not this mod. So we probably hit far more often than we should firing so quick. So I think we should compensate by increasing the 'aim' time in the refire rate. At the moment my colonists can shoot an enfield almost like an automatic weapon. Increase the refire rate of the enfield to once every two seconds, and the handgun to once a second.

Also the reloading is a little fast also. It should be that speed if everyone had unlimited magazines on them. But I like to think that people have one magazine per weapon, and just carry the imfinate number of clips (clips reload magazines). So it would take longer to pop out the mag, reload it with the clip, then pop it back in (than say popping out one mag and popping in another).

You could easily double the reload times of the weapons and still be effective. Just my two cents. :)

I really enjoy this mod btw. More realistic without losing the fun aspect.
#39
General Discussion / Re: "Added simple ruins generation"
February 28, 2014, 01:50:19 PM
Quote from: Tynan on February 28, 2014, 01:46:25 PM
Deadly ancient mechanoids. People in longsleep caskets. Automated security systems. Poisonous materials.
And the dreaded 'blasting charges' that are rigged up with proximity sensors? :P
#40
General Discussion / Re: "Added simple ruins generation"
February 28, 2014, 01:43:20 PM
Quote from: Tynan on February 28, 2014, 01:41:49 PM
I want to make extremely complex ruins with layers of generated structures for you to tunnel through, getting harder and more dangerous as you go deeper. This could become the main focus of the game.

In Alpha 4+.
Dangerous? How? :)
#41
General Discussion / Re: "Added simple ruins generation"
February 28, 2014, 01:38:00 PM
Quote from: Tynan on February 28, 2014, 01:36:15 PM
Quote from: BattleFate on February 28, 2014, 01:34:12 PM
Anything useable Tynan? Like if you crash in the right spot, with ruins nearby, can you maybe start fixing and using them instead of making your base from scratch?

Yep, you could definitely move into the ruins. Though you'd more likely incorporate them into an outer wall.
Sweet. How extensive can the ruins get in the future? Will you have entire cities in ruins sometimes? Are they always going to be basic buildings made of stone, or can you maybe find a more technologically advanced civ's ruins?
#42
General Discussion / Re: "Added simple ruins generation"
February 28, 2014, 01:34:12 PM
Anything useable Tynan? Like if you crash in the right spot, with ruins nearby, can you maybe start fixing and using them instead of making your base from scratch?
#43
General Discussion / Re: Changelog: new doors
February 25, 2014, 04:39:51 PM
Quote from: Tynan on February 25, 2014, 01:36:41 PM
Quote from: Ozog on February 25, 2014, 12:49:31 PM
From the Changelong:  "Added simple door. Cheaper, but cannot be powered."

Does this mean the colonists must "open" the door to use it?  (As they do now when the current doors are depowered, that slight pause before crossing the threshold.)
If you've added it, why won't it be in the build? :)

Yes; it's just a cheaper door that can't be powered. It won't be in Alpha 2, though.
#44
Ideas / Re: Initial character creation during game setup
February 25, 2014, 03:22:29 PM
I've always liked a point-buy type system when it comes to character creation. And I love the idea of Rimworld allowing for true character creation. How does this sound:

Allow a drop down menu of choices for the childhood and adulthood backgrounds, which would then set your 'base' points in the relevant skills (and block out incompatible ones).

Then depending on the game difficulty, you would have say 50 points to use in various skills. going from a 2-3 would cost for example 1 point. But going from a 3-4 might be 2... going from a 9-10 would be 10 points... etc. Meaning you could have a character who excels at a single skill, or one who is above average in a few... or even one who is average in most of the things he does.

I don't believe this would be particularly hard to program, and if it's done right, would allow very little maintenance once finished, as it would generate the drop-down menus from the list of childhood and adulthood backgrounds, which it would draw from a separate file (XML file perhaps?).

I suppose like this you would be unable to allow the starting three characters to be user-generated backgrounds. But you could still end up meeting them in-game later.

I've attached a quick excel file I threw together in a half-hour to demonstrate what I mean. The Adult and Child backgrounds are menu selections.

[attachment deleted by admin: too old]
#45
Ideas / Re: Here are some of mine...
February 25, 2014, 02:03:40 PM
Hmmm, thinking about the circuit breaker you mentioned makes me think...

Electrical circuits get damages far too easily in this game. I mean my walls and power circuits will degrade like crazy, even indoors. When you mentioned breakers above, I thought why not implement a basic electrical scheme?

Have different qualities of circuits. High Capacity, Medium and Low. Each can carry a different Amperage before they degrade or cause fires. You would likely install the high capacity circuits leading from the power stations to the 'distribution station' (which would contain your breakers.

From there, you would have high, medium or low capacity breakers. These would trip if power drawn on the circuit exceeds the capacity of the breaker. If you don't use a breaker, you're fine, so long as you're not drawing too much power. If you are, without a breaker to protect you, the circuits would start to degrade. This could cause damage to circuits and walls, or even electrical fires or sudden explosions (depending on the capacity you go over).

Of course this would entail having methods of identifying multiple circuits, and allowing overlapping of circuits. I imagine colour coded power cables, and allowing them to be installed over the same locations (and manually installing circuits into walls).

But that might prove difficult when you start getting more than 2-3 circuits in a single location... who knows.