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Messages - palandus

Ideas / Equipment Suggestions
December 11, 2013, 02:56:51 PM
My other threads:

"Firearm Suggestions"
"Research Suggestions"
"Skills and Traits Suggestions"
"Furniture Suggestions"
"Class Based Suggestions"


All Tools would be equipped most likely in the weapon slot.

-> Omni Repair Tool = Repairs objects much faster.
-> Diamond Power Drill = Mines objects much faster.
-> Craftsman's Toolbox = Constructs objects much faster and crafts objects much faster.
-> Grower's Toolkit = Grows plants faster and cuts plants much faster.
-> Miniaturizer Backpack = Allows people to carry more stuff.
-> Science Kit = Allows researchers to research much faster.
-> Fire Extinguisher = Allows people to fight fires more effectively and extinguish hard to reach fires that are within 3 squares of the colonist.
-> Flashlight = Allows a colonist to see in the dark.

One-Use Equipment: Costly to produce though to prevent over abusing.
-> Armor Repair Patch = This provides an instant repair of 50 HP to any structure.
-> Stimpacks = This provides an instant healing of 50 HP to any colonist.
-> Fire Suppression Kit = This device detonates (and deals no damage) and smothers all fires within a 10 square radius. Makes a big ugly mess though.
-> Seeder Grenade = This device detonates (and deals no damage) and seeds all Hydroponic or Growing Areas within a 10 square radius. Makes a big ugly mess though.

Combat Tools:
-> Riot Shield = This shield is completely bullet proof (100%) except for armor penetrating rounds (50% against these). However you can only use a Riot Baton, Fists, or a Pistol with it due to its size and weight.
-> Tear Gas Grenade = This grenade when thrown detonates it releases a cloud of tear gas. This really hurts the eyes (and any other exposed skin, like a wound) and inflicts an extremely high penalty on hit chance while remaining in the cloud and for 10 seconds afterwards.
-> Smoke Grenade = This grenade when thrown detonates it releases a cloud of smoke that makes it hard to exactly pinpoint where a target is. People can still fire into and out of the cloud but are almost certainly going to miss a target. This is useful for covering a tactical retreat, rescuing a fallen colonist, capturing a fallen raider, or for allowing people to close to melee range without worrying about being picked off by Sniper fire.

Melee Weapons:
-> Riot Baton = This melee weapon is designed for incapicating targets (or killing them if the Storyteller prefers) faster than with fists.
-> Scimatar = This wicked looking sword is great for cleaving apart flesh. A pirate's favorite.
-> Combat Knife = This short blade is ideal for stabbing and garroting people's throats. A marine's favorite.
-> Chainsaw = This rotating saw blade is normally designed for cutting down trees. Its seems quite effective at also cutting down raiders.
-> Chainsword = This is the bastard child of the chainsaw and broad sword. Its long like a broad sword but cuts like a chainsaw. Nasty.
-> Broadsword = A wide sword. Simple, but effective.

Worn Equipment:
-> Body Armor = Reduces damage taken from melee and ranged attacks.
Ideas / Skills and Trait Suggestions
December 11, 2013, 02:36:51 PM
My other threads:
"Research Suggestions"
"Furniture Suggestions"
"Firearm Suggestions"
"Equipment Suggestions"


Firefighting = Increases melee skill if you beat it without a fire extinguisher. Increases shooting skill if using a fire extinguisher.

Plant Cuting = Increases crop yield (ie how much food is produced when cut) with higher skill.

Cleaning = Increases social skill slowly (think of it as when someone is doing cleaning they are concerned about everyone else's welfare by making their living environment a little more tidy)

Social = Have the ability during combat (with at least 7 in social) to encourage attacking raiders to surrender when there is 33% (or less) of the raiding force left (so if you were raided by 9 people, once it got down to 3 you could attempt to force a surrender). These raiders drop their weapons and act as if they are normal people passing through (which can be captured as normal). Each individual raider gets a persuasion roll. Each colonist with at least 7 social can attempt to persuade them. (Makes nobles useful during combat).

Medicine = Increases social skill and research skill (research because it sometimes takes adaptive thinking to solve a person's physical problems or ailments)

Hauling = Turn into a skill. Levelling it increases carrying capacity (how much food/metal can be carried in a single load) and increases movement speed while carrying a burden (up to normal speed)

Shooting = Allow it to decrease miss chance AND decrease required aiming time (the time it takes to line up a shot(s)).

Melee = Allow it to increase hit chance AND give a chance to deliver a knockout blow (incapicates target); this chance would start out low and increase as you gained levels and only be something for someone to rely on if they had high Melee skill.

2) Abilities: (ie ManualDumb)
NOTE = The intent with these changes is to make these penalties less of a penalty and more of a blessing IF played right. An Assassin could be put on Combat Role for as long as needed and not suffer morale penalties and increase in combat skills faster than any other due to having the traits. This would make Specialists: Assassin, Courtesan, and Nobles; highly sought after due to the fact that they level up their skills at a much higher rate than anyone else with the same skills; Think of it as the cost of specialization into a specific field; they are great at their specialization but terrible at everything else.

If someone has:
-> Intellectual = This character increases in Manual Skills faster (Growing, Mining, Constructing and Repairing) than characters that don't have Intellectual.
-> ManualDumb = This character increases in Social Skill faster than those that don't have ManualDumb.
-> ManualSkilled = This character increases in Research Skill faster than those that don't have ManualSkilled.
-> Social = This character increases in Melee and Shooting skills faster than those that don't have Social.
-> Caring = This character suffers no morale penalties and remains at a constant morale level (ie -20 for very hungry; can still starve though) but cannot level up Social.

Ideas / Research Suggestions
December 11, 2013, 01:24:25 PM
NOTE: Some of these tie in to my other suggestions which will be linked to in this thread.

"Furniture Suggestions"
"Firearm Suggestions"
"Skills and Trait Suggestions"
"Equipment Suggestions"

1) Unlock Research - Research that unlocks new technologies, buildings or objects.
2) Improvement Research - Research that improves upon an existing building or object.
3) Spontaneous Research - Research that occurs by spending time at a research table with NO PROJECT currently active. Could be useful to do when other more desirable projects are finished and/or your researcher has nothing better to do.


1) Unlock Research
-> Robotic Assistance [Requires = Advanced Computerization] = Unlocks the ability to build Drone Towers and the accompaning drones. These are: Cleaning Receptacle (Cleaning Droid), Combat Tower (Combat Drone), Harvesting Tower (Harvesting Drone), and Repair Tower (Repair Drone)
-> Firestarter = Unlocks the ability to produce flame-using items, such as the Furnace, Flamethrower Turret and Fireplace.

2) Improvement Research
-> Advanced Computerization = This makes computers more power efficient and able to process more things at the same time. Objects affected are: Comm Station, Personal Computer, and Turrets.

EDIT = Currently shovelling snow, so be back in a bit to add more to this thread.
Ideas / Re: Suggestion: Manual Dumb Trait Change
December 11, 2013, 12:54:21 PM
The alternative would be to make these specialists level up their skills FASTER than other characters with the same skills. So, an Assassin would level up Shooting and Melee at say twice the speed of any other colonist, and a Noble would level up Social at say twice the speed of any other colonist. THEN these specialists could be seen as highly valued for their specialist roles. Particularly as I've seen some Entrepreneurs with higher Social than Nobles (and still able to do whatever) and I've seen some Marines/Brawlers with higher Shooting/Melee than Assassins (and still able to do whatever).

Ideas / Firearm Suggestions
December 11, 2013, 11:25:36 AM
My other threads:
"Furniture Suggestions"
"Research Suggestions"
"Skills and Traits Suggestions"
"Equipment Suggestions"


NOTE = Junk weapons could be wielded by early raiders or could be crafted at the Work Bench as an early weapons before you have the money to purchase real ones.

NOTE2 = Being that there is spaceflight and travel throughout the cosmos, I'd think that there would be the possibility of highly advanced weaponry compared to today, things like Laser weapons, Plasma Weapons, Railguns, etc...

-> Junk Pistol = A very basic pistol created from spare parts and scrap metal. Not as effective as a regular pistol, but its better than nothing.
-> Machine Pistol (ie G18) = A fully automatic pistol.
-> Heavy Pistol (ie Desert Eagle) = High power, lots of kick (recoil)
-> Magnum (ie .44 Caliber Revolver) = Old Western style Heavy Pistol
-> R2 Charger Pistol = Miniaturized version of the R4 Charger Rifle
-> Laser Pistol = Fires a beam of energy in a line, hitting multiple targets. Instantly hits, highly accurate, but now damage.
-> Plasma Pistol = Very good against flesh and armor, but very inaccurate.

Submachine Gun:
-> Junk Submachine Gun = A submachine gun made from scraps of metal. Not super effective, but somewhat better than a Junk Pistol.
-> Military Submachine Gun (ie MP5)
-> Suppression Submachine Gun = This submachine gun fires rubber bullets instead of normal rounds designed to stun and incapicate targets over outright killing them.

-> Junk Rifle = A single shot rifle that is made from scraps of metal. This is better than the Junk Submachine Gun but not by much.
-> Automatic Rifle (ie AK47) = What game isn't complete without a AK47?
-> High Caliber Sniper Rifle (ie M99 or 50 Caliber Rifle) = More power, more kick.
-> Battle Rifle (ie FN-FAL) = Similiar idea to Enfield, except its not a bolt-action weapon.
-> Automatic Marksman Rifle (ie M110) = A sniper rifle that isn't bolt-action, basically.
-> Railgun = Fires a single highly penetrating shot (ignores cover).
-> Laser Rifle = Fires a single beam of energy in a straight line, and can hit multiple targets in the line. Deals minor damage though (as it only penetrates as much as the laser beam has width) but has extremely long range and is extremely accurate and hits targets immediately.
-> Plasma Rifle = Melts armor and flesh real good. Fairly inaccurate though, so best used at close range.

-> Sawed-off Shotgun
-> Double Barrel Shotgun
-> Quadruple Barrel Shotgun
-> Automatic Shotgun (ie AA-12)
-> Belt-Fed Automatic Shotgun

-> Sticky Grenade = Sticks to whatever it initially hits, whether thats a wall, a person, or the floor and then detonates shortly after.
-> Napalm Grenade = A grenade that when it explodes creates a cloud of napalm (which napalm is actually a gaseous compound) which remains in the area for a while. Any fire-effects, explosions, plasma, laser, or richochets (bullets that hid walls) detonates the cloud turning it into a raging inferno of fire. Most things are burnt to a crisp, including people, weapons, walls, fortifications and last but not least psychotic squirrels!
-> Cluster Grenade = This grenade when it detonates it launches 8 mini grenades randomly within 2 squares, that explode on contact with whatever they touch. Can potentially maim or kill multiple opponents with this weapon.

-> Light machinegun = This is your standard machinegun. High rate of fire, fairly inaccurate.
-> Suppression machinegun = This machinegun fires rubber bullets. Also high rate of fire, fairly inaccurate.
-> Minigun = This weapon requires a wind-up time, but once it has, it fires constantly until the colonist stops firing. Highly inaccurate except at close range.
-> Bulletstorm = This weapon makes the minigun look like a kid's toy. This thing has relatively no recoil, highly accurate, and sports about 3 times more bullets fired than the minigun. Fortunately its extremely rare and it consumes bullets like no other. (Think Typhoon from Crysis 3)
-> Gatling Shotgun = This weapon is scary at close range. Like the minigun, it requires a windup period, but instead of firing bullets it fires shotgun shells at insane rates. Woe to the poor sucker caught in front of this thing. However, the recoil on it is so bad that you are unlikely to hit anyone unless they are within 5 squares of you.

Dual-Wielding: Wield two similiar weapons at the same time. Doubles rate of fire, loses accuracy and each weapon's aiming is independent of eachother. What can be dual wielded:
-> Pistols, Submachine Guns, Grenades (Molotov is a grenade), Sawed-Off Shotgun.

-> Grenade Launcher = Launches a grenade at a target. Propels the grenade farther than manually throwing it. Comes standard with Frag Grenades. Can switch out ammo type to Napalm Grenades, Cluster or Sticky Grenades.
-> Rocket Launcher = A powerful boomstick. By the way the exhaust shoots backwards inflicting fire damage, so be aware of positioning. The rocket travels in a straight line.
-> Homing Missile Launcher = Fires a missile that homes in on the nearest target. Also backfires exhaust.
Ideas / Furniture Suggestions
December 11, 2013, 01:26:30 AM
My Other Threads:
"Firearm Suggestions"
"Research Suggestions"
"Skills and Traits Suggestions"
"Equipment Suggestions"
"Class Based Suggestions"

1) Lights:
-> Power Saving Lights = Lights turn off during the day, and turn on during the night.
-> Colored Lights = A lamp light that is in a different color (ie Red, Blue, Green, etc..). Increases prettiness of the room.
-> Spotlight = A high-intensity light that is brighter than a Sun Lamp and has greater lighting distance, but restricted to a 45 degree angle.
-> Strobe Lights = These bright flashing lights can cause a target near them to be dazed (count as stunned) if they look at them. Its advised not to put them anywhere where your own colonists might accidently see them.

2) Structures:
-> Recycling Facility = Recycles SLAG and converts it into Metal. Also grinds up ROCKs and converts it into a very small amount of Metal. To avoid abusing it over using Dumps, make it cost something like 500 Metal (pricy, but lategame, you have tons of metal and too many ROCKs.). Also allow it to recycle unused weapons taking up storage space (for when a Slave/Combat Trader isn't nearby) and convert them into Metal.
-> Cleaning Receptacle = This receptacle is used for the mobile cleaning droid. The receptacle must be emptied every so often by someone who is set to clean. Empting the receptacle takes the same amount of time as cleaning one square.
-> Weapon Rack = This is a special form of the equipment rack. This is where people stash away their own personal firearm when they don't need it. This object would keep track of whose weapon is whose. This also would allow people to use other forms of equipment (when it gets implemented) in the same slot as their weapon.
-> Combat Tower (name is placeholder) = This structure sends out a flying combat drone that attacks any objects near the Combat Tower.
-> Harvesting Tower (name is placeholder) = This structure sends out an automated drone that automatically harvests any plants within its area. This could be very useful when you have 10+ Growing Areas and 20+ Hydroponic Tables.
-> Repair Tower (name is placeholder) = This structure sends out an automated drone that automatically repairs any damage structures within its area.
-> Gate (I'm thinking of the gate mechanism from Tiberium Sun) = Basically like a much larger door, but is built to survive explosions, bullets and fire. Could be used with walls to build a fortress. The gate could be set to open automatically for friendlies and remain closed for hostiles.
-> Riot Turret = Similiar to the Sentry Turret but instead fires a close range automatic weapon that fires rubberized bullets at high velocity (they hurt a lot but don't kill outright... unless you get one to the throat or in the eye). This of course causes a lot of stunning and sometimes incapicates a target outright (allowing them to be captured later)
-> Work Bench = When crafting is implemented, this could be used to craft items at.
-> Flamethrower Turret (@Windruf) = Spews a stream of fire at short-range. Lights anything and anyone on fire. Best to be used by firing into a flame-resistant space.
-> Fire Suppression System = This simply removes fires within its operating radius (think of it kind of like a sprinkler system but not with water; some kind of fire-resistant foam). Makes quite the mess but kills fires quick. 
-> Furnace = Burns up dead bodies quickly. Expensive to build and operate though, so when space isn't an issue, use graves.
-> Field Medic Tent (Must set whether tent is for colonists or prisoners) = This hastily built structure comes with 4 beds that can only be used by incapicated people. The purpose of this facility is to be able to move critically injured colonists to a bed immediately (where they can heal up over time and stop losing health) OR to house critically wounded prisoners. A prisoner-tent, will heal up wounded prisoners to about 10 HP at which point they can be moved to a prison-room. A colonist-tent will heal up colonists until they can move again, at which point they will return to their own beds. A field medic tent will also allow people with Doctor roles to attend to the wounded. This facility could be placed really close to the actual fighting so that wounded can start healing as soon as possible.
-> Ultra Battery = This functions similiarly to a regular battery that stores energy, except its 3 batteries the occupies a 2x2 space. Normally to have 3 batteries it takes 3, 1x2 spaces. Stores the energy of 3 Batteries.
-> Fission Reactor = This produces a lot energy in exchange for Uranium. Requires Uranium to function.
-> Micro-Solar Cells = These solar cells take up a 1x1 space. They produce 100 Energy at maximum light.
-> Bio-Fuel Generator = These generators produce energy by burning food to produce energy. Not very efficient, but useful when you have too much food OR when there is an eclipse and you need energy.
-> Fusion Reactor = Produces even more energy than the fission reactor but requires Deuterium to function. 

3) Appliances:
-> Washing Machine = Gets all that dirt and blood out of clothes. Small morale increase once per day.
-> Microwave = Heats up nutrient paste. Makes it slightly more edible, which makes eating plain nutrient paste slightly better.
-> Microphone + Loudspeakers (two objects) = Allows a single person to speak into a microphone to broadcast some news or something. People hear if through loudspeakers. This counts as a Social Interaction for everyone who can hear it. (@jsteel726) Also allows a person to announce to the whole facility of impending bandit raids or psycho squirrels that allows colonists to get prepared for combat faster. By getting prepared you may need a dedicated "square" for combat placement where colonists will head to and wait for the bandits to arrive.
-> Shower = Removes dirt and grime from skin and reduces body odor. Increases morale.
-> Toilet = Who doesn't want a nice object to relieve yourself on; beats the alternative. Increases morale.
-> Sauna = Allows stressed out people to relax in a nice steamy room. Increases morale. Needs a source of steam (ie Geothermal or heated up coals or something)
-> Personal Computer = A small computer that could be placed on a table or a Desk. Takes up 1x1 Space. Could be used to create logs for each colonist and may help some have less stress as a result by writing about the things in their day.
-> Fireplace = The crackling of flames and heat it releases makes the environment somewhat more pleasant to be in... at least when the fire stays in the fireplace (best to build fireproof walls near it)

4) Rooms:
-> Sleeping Bag = Allows anyone to use this, even if they currently own a bed. This allows you to place sleeping places near the place of a person's work if they are too far from town and may suffer a mental breakdown.
-> Rug = Adds a slight increase of prettiness to a room.
-> Painting = Something nice to look at on the wall. Adds prettiness to the room.
-> Window = Allows people to see outside. Adds prettiness to the room and reduces the negative effect of the cramped environment.
-> Sunroof = Allows people to see the sky while inside. Adds prettiness to the room and reduces the negative effect for cramped environment.
-> Desk = Essentially a mini table that is 1x1 square big.
-> Personal Belongings Chest = This object stores all of a colonist's personal belongings, such as clothing, trinkets, a hidden stash of chocolate, etc...
-> Bookshelf = Holds books that can be read at a later point.
-> Love Seat = Dunno why they call it this, but one of these for sitting in. More comfortable than a regular chair.
-> Sofa = A large area for people to sit on. More comfortable than chairs.
-> Medical Bed (@todofwar): Rapidly increased healing, and causes starvation to have a much lower depleting effect in case you can't get them food quickly. Expensive and requires research, only can be used by incapacitated, and colonists automatically go for unoccupied med beds with incapacitated colonists. Can be designated for prisoners, same rules as prison bed apply, and prisoner must be moved once they are well.

5) Fortifications:
-> Bunker Wall = A combination of sandbags and a hard wall. Allows people to shoot from inside and get shot from the outside. However, the ones inside are more likely to hit an enemy than an enemy is likely to hit them (ie more likely to hit the bunker instead)
-> Collapsible Barricade = Functions a lot like a sandbag, but can be toggled to be active (which provides cover) or inactive (which causes it to slide into the ground removing any speed penalty).
-> Trip Wires = These could be used for two functions (maybe both at same time): One, it trips them causing them to be stunned and two, it could trigger a blasting charge to detonate. Triggering a trip wire destroys it (one-time use). Great for slowing down a large troupe of raiders. Can be used with a Claymore for a nasty surprise. Your own colonists will avoid their own tripwires (as they know where they all are).
-> Stabilizing Tripods = These could be built on a Sandbag or Bunker. What these do, is reduce the aiming time for anyone using them to stabilize their gun (a lot of real-day snipers or people who man machine guns use these to reduce recoil and stabilize their aim). These could be very useful for people using Enfields or M25s.
-> Combat Cells = These are specialized battery cells that are only used for quickly recharging any weapon connected to it. This would be useful if the Recharger Rifle would require quick recharging to continue firing. These explode if hit so be careful where you place them.
-> Ammo Box = These contain ammunition for bullet weapons. Useful if weapons ever need to require to have ammunition to fire. Will explode violently if lit on fire (afterall bullets contain gunpowder and when heated it explodes)
-> Chainlink Fence = This fence prevents entry but, it can be shot through. Basically a wall with tons of holes in it. Doesn't provide cover either. Bullets and Lasers pass through the fence. Grenades, Molotovs and Explosives hits the fence (and can bounce off)
-> Fireproof Walls = These walls are designed in such a way that they cannot take fire damage and take less explosive damage. Great to be used in combination with the Flamethrower Turret.
-> Sniper Roost = This 1x1 structure can house a single colonist in it. Its essentially a tall 1x1 tower that can be built into a wall or free-standing. It offers the best protection for the sniper, without imparing the sniper's field of vision, which allows him to shoot at a target anywhere around the tower. Since the tower is higher up than most structures, sandbags and rocks do not provide as much or any cover.
-> Landmine = This is similiar to a blasting charge, but has a smaller detonation radius, deals more damage and activates the moment ANYONE walks onto the square. Kaboom!
-> Claymore = This is similiar to the landmine, but is triggered by hitting the tripwire. The claymore detonates immediately, and has a greater explosive radius than the landmine but requires a tripwire to make it useful. This kind of weapon is better used as your colonists will avoid tripwires, but cannot avoid accidently stepping on a landmine square.
-> Howitzer = A stationary artillery weapon designed for shooting artillery shells over great distances that when their shells reach their target they explode, sending metal fragments everywhere. Could also give the "shellshocked" debuff to anyone who gets wounded.
-> Mounted Gun Turret = This like the tripods is mounted on a Sandbags or Bunker Wall. It allows a colonist to use a heavy machine gun or minigun to mow down incoming enemies. It has a high rate of fire and quick aiming, but can only hit targets within a 45 degree angle.
-> Mortars = These stationary objects launch grenades up to a great distance away. Must be loaded with some kind of grenade and used by a colonist.
-> Speedbumps = These iconic objects used for slowing down cars, can also be used to slow down people.
-> Trenches = This dug out areas in the dirt provide excellent cover for those in them from bullet fire. However grenades, are extra lethal as the contents of the grenade will get stuck in the trench. Takes some time to get into and out of a trench (longer than moving over sandbags)
-> Cannon Turret = This turret fires tank-sized rounds at a target. Does high structural damage to rocks, and structures and fragments deal some damage to raiders. A direct hit from a Cannon however will deal serious damage to a raider.
-> Forcefield = Functions essentially like a wall, but is invulnerable to all damage and provides 100% cover.
-> Forcefield Emitters = These are used to power up forcefields. These are extremely costly to build and requires an Emitter for each square a forcefield will appear at.  These require a lot of energy to keep running though. 
-> Laser Fence = This wall-like object provides no cover and can be moved through. However, moving through it inflicts some damage.

6) Recreation:
NOTE: (Stress Reliever = Morale boost; interchangeable)
-> Pool Table = Allows people to play pool. Counts as a stress-reliever and a social interaction. Slight increase to shooting (as it takes practice to make the balls go where you want them)
-> Ping-Pong Table = Allows people to play ping-pong. Counts as a stress-reliever and a social interaction. Slight increase to shooting.
-> Punching Bag = What better way to relieve stress than to punch something? Counts as a stress reliever and increases melee.
-> Shooting Range = Helps to relieve some stress and helps to improve shooting.
-> Privacy Booths = Booths where a couple (MM MF FF) can go for some "privacy". Whether that is just to be alone with eachother, or something "else". I'll let you guys think of what that may be.

7) Drones:
NOTE: (Accompanies Furniture):
-> Automatic Cleaning Droid = This small robot automatically cleans your Home Zone. Can only clean a few places before needing to drop off its garbage. Can be destroyed; someone designated as Construction must rebuild it at Cleaning Receptacle.
-> Combat Drone = Attacks enemies within range of the Combat Tower. Can be destroyed; someone designated as Construction must rebuild it at Combat Tower.
-> Harvesting Drone = Automatically harvests any plant within range of its Harvesting tower. Can be destroyed; someone designated as Construction must rebuild it at Harvesting Tower.
-> Repair Drone = Automatically repairs any damaged structure within range of its Repair Tower. Can be destroyed; someone designated as Construction must rebuild it at Repair Tower.
EDIT: Will update as I think of new stuff. Cheers!
Ideas / Suggestion: Manual Dumb Trait Change
December 11, 2013, 01:00:22 AM
Make it so that people with Manual Dumb can clean and fight fires (normally its just fight fires). Since cleaning levels no skills and only makes the environment look better for morale purposes, I think it would make sense to allow cleaning, if they can firefight. Ones normally with Manual Dumb are usually useless to the colony except in VERY specific circumstances. I'm looking at you Nobles and Assassins. It would make it so that they at least do something semi-useful for the colony AND clean up blood splotches and not show up as constantly not busy.
Help / Re: Modifying weapon values?
December 10, 2013, 01:00:11 AM
This may sound noobish, but...

Once you've made the changes you want to with Reflector w/ Reflexil active, how do you save those changes so that it remains in the .dll file?
Mods / Mod Request
December 09, 2013, 11:30:08 PM
Could someone make a mod for me by chance? Please and thank you. This mod would:

-> Level up difficult skills a lot faster (Social, Melee, Guns, Mining, Research and Construction) by 4x current values.
-> Allow all trading ships to carry additional credits by about +200% current values.
-> Increase the chances that a trading ship will come by +50% current values.
-> Increase maximum population to 20 colonists.
Ideas / Re: Your Cheapest Ideas
December 09, 2013, 09:16:54 PM
Equipment: (Takes up weapon slot; can be placed on Equipment Racks)
-> Omni Repair Tool = Repairs far faster (200% faster) than normal.
-> Diamond Power Drill = Drills far faster (200% faster) than normal.
-> Craftsman's Toolbox = Constructs far faster (200% faster) than normal.
-> Grower's Toolkit = Grows and Cuts plants far faster (200% faster) than normal.
-> Miniaturizer Backpack = Allows someone to carry far more goods (300% more resources) than normal.
-> Science Kit = Research far faster (200% faster) than normal.

-> Heavy Pistol (think Desert Eagle) = Similiar to pistol but deals more damage, is armor piercing, and has slightly more range.
-> Machine Pistol = Similiar to pistol but fires more shots (Burst of 3), and has slightly less range.
-> Rocket Launcher = Fires a rocket-based explosive that detonates wherever it lands. Slows down the user using it.
-> Light Machine Gun = Fires a lot of shots (Burst of 7), but slows down the user using it. Somewhat inaccurate at longer range.
-> Automatic Shotgun = Fires more shots than the regular shotgun (Burst of 3), but has shorter range.
-> Belt-Fed Automatic Shotgun = Fires a lot of shots (Burst of 7), but slows down the user using it. Ineffective except at close range, due to recoil.
-> Grenade Launcher = Fires an explosive device that detonates at the destination. Fires explosive/fragmentation grenades.
-> MP5 = A more powerful submachine gun than the Uzi and more accurate. Burst of 5 shots
-> Dual Wielding = Allows a colonist to pick up a second guy of the same type. Fires both weapons (doubles burst size; ie two pistols = Burst of 2), but reduces range of weapons.
-> Dual Wieldable Weapons = Pistol, Machine Pistol, Heavy Pistol, Uzi, Molotov, Grenades, and MP5

-> Benches = Something two people can sit on
-> Wall Torch = Produces light, but doesn't prevent colonists from moving into or past it.
-> Punching Bag = Allows colonists to train Melee Fighting in a safe environment.
-> Target Dummy = Allows colonists to train Gun Fighting in a safe environment. (Would be very useful if you had someone with high Social and high Guns but ManualDumb traits so that they could be used as the top marksman in emergencies. Makes them more useful, as everyone else is honing their skills)
-> Lamp Post = Similiar to other lamps, but protected from the rain so it doesn't short-circuit.
-> Organically Powered Generator = Produces energy in exchange for food (potato-powered). Doesn't produce a lot of energy.

New Concepts:
-> Armor Piercing Weapons = M16, M26 and the Enfield naturally penetrates bullet proof armor. Otherwise bullet proof armor/plating reduces bullet damage by 33%.

-> Advanced Turrets = Unlocks Sniper Turret, Mortar Turret and Suppression Turret
-> Longer Barrels = Increases effective range of all weapons.
-> Armor Piercing Bullets = Increases damage of all bullet-based weapons. All bullet weapons can now penetrate armored targets.
-> Bullet Proof Armor = Provides colonists with some protection from bullet-weapons and makes turrets take less damage from bullets.
-> Metallurgy = Increases metal yield from mining.
-> Agricultural Practices = Increases food yield from growing.

Research Unlocks:
-> Sniper Turret = Fires a single bullet at long-range. Deals light damage, but has greater range than M26 Sniper Rifle.
-> Mortar Turret = Fires an explosive mortar at medium-range. Explodes on contact and induces fear into targets (Think Shell-shocked effect)
-> Suppression Turret = Fires a constant stream of fire at short-range. Deals high damage and induces fear into targets. (Fire is hot)
-> Longer Barrels = Increases range by 15%
-> Armor Piercing Bullets = Increases damage by 10% and ignores bullet-proof armor.
-> Bullet Proof Armor = Reduces bullet damage by 33%. If the enemy's weapon can penetrate armor this has no effect.
-> Metallurgy = Increases metal yield by 50%
-> Agricultural Practices = Increases food yield by 50%

Trait Change to Manual Dumb:
-> Make it so that people with Manual Dumb can clean and fight fires (normally its just fight fires). Since cleaning levels no skills and only makes the environment look better for morale purposes, I think it would make sense to allow cleaning, if they can firefight. Ones normally with Manual Dumb are usually useless to the colony except in VERY specific circumstances. I'm looking at you Nobles and Assassins. It would make it so that they at least do something semi-useful for the colony AND clean up blood splotches.
Ideas / Re: General Feedback
December 09, 2013, 06:57:08 PM
I agree with some of your points OP, but not all of them.

1) I do agree that having more Slave Traders or Escape pods later in the game would be beneficial, as for me, I have so many resources, but nothing to spend them on... When you have in excess of 15k Food and 10k Metal, what is there to buy, except people? Except when you can't find any slaver ships to purchase them from.

2) I agree that having more people might be nice, but not too many otherwise you really ARE micromanaging them. The current limit is what? 10? or 12? Colonists. If it could be increased to say something like 20 or so, that I think would be fine, otherwise think of how many calculations your PC will have to do to handle each one's individual AI?

3) Incapitation seems to be associated with your current population. If its too high, you can't incapicate and it kills them instead. I've found that if the next shot should only take them to 30/100 HP, but you have maximum population, the next hit will instead kill them. I'd like it if instead of killing them, but not being able to recruit them, we would have an actual reason to sell them as prisoners to Slaver Ships. If we can't recruit them due to maximum population, sell them!

4) I'm ok with having a slowly building up colony over time, but not too quickly that I lose track of each person. I think that is Tynan's philosophy that we should be able to have more people but not so many that they just become a "number" rather than a "living" AI.

5) As far as changing beds, its quite simple. Simply make sure that their current beds are walled/door-ed off, and change the beds to PRISONER-only. This will prevent them from using the beds, and instead will seek out the nearest untaken bed. And then, switch that bed back to normal, and it will be unclaimed. A bit dirty for forcing the changeover but it works.

6) I personally would like it that the farther into the game you get access to better stuff. I see colonists complaining about nutrient paste. Why can't we process the nutrient paste into something more tasty, as a simple example?

7) As for raiders, I'd like it if we could invest in a turret that could hit targets with Enfields or M26s. Otherwise you have to send your people out to take them on.
Ideas / Re: Got an idea for a Storyteller incident?
December 09, 2013, 12:40:54 PM
I have a lot of storyteller instances that I'd be happy to share:

-> Earthquake = All structures take damage, may cause structures to explode if they are already damaged.
-> Rapid Reproduction = For some odd reason animal herds have been quite "active" lately and have greatly increased in number.
-> Growth Spurt = For some odd reason all the plants (even ones in Growing Areas) have gotten a growth spurt and have grown a fair bit as well as multiplied into other squares.
-> Bullies = A group of unarmed raiders tries to beat up your populace with their fists.
-> Pirate Attack = Pirates attack a trading ship within comms range and destroys it; it may crash land (say 33% chance) and deposit resources (to signify if it was attacked in orbit of THIS planet)
-> Welcome Back = A trade ship that left for a while has returned. They have more stocks and are willing to give you a better offer for wares that you bought or sold them.
-> Saviour = A group of 2-3 escaped slaves are being chased by a group of 4-6 slave raiders. The raiders will leave your settlement alone unless you attack them. If you kill off or capture the raiders, the escaped slaves will willingly join your colony.
-> Fertilizer Cargo Ship = A cargo ship crashes nearby releasing its load of fertilizer. All plants in the crash zone grow at twice normal speed for 20 days. Better get harvesting!
-> Prison Ship = A prison ship crashes nearby. The prisoners are hostile! Well, the ones that are conscious anyways.
-> Barbarians = A group of raging madmen with stone axes and spears charges a group of muffalo. They will leave you alone if you don't attack them.
-> Trade Caravan = A group of people will travel through the area. If you send a person with "Social" to them, you can purchase or sell supplies to them. Alternatively, you can send a raiding party and capture them and take all of their resources by force.
-> Non-indignious Lifeform = A shuttle crashes nearby that introduces a new creature to the environment: Rabbits. They multiply quickly and provide a small amount of food if killed. Beware: they love eating your crops in your growing area!
-> Asteroid impact = Provides a lot of metal wherever it impacts. Can hit your settlement dealing massive damage though, possibly incapicating colonists or destroying walls/ceilings.
-> Solar Flare = For a brief amount of time, all Solar Arrays produce triple energy! Better have some batteries to take advantage of this.
-> Rival Warbands = Two groups of raiders appear. They hate eachother and will try to kill eachother off before heading for your settlement. A wise colony will decide to attack them while they are trying to kill eachother and pick off the survivors.
-> Trade Route = More than one trade ship appears in a single event. Up to a maximum of 3, of any kind of trade ship.
-> Down on their Luck = You have the option to purchase a trading ship that is down on its luck. This allows you to send it off with supplies from the colony and get the best deals possible with it. Loading/unloading supplies onto the ship is free. When it returns it sells off all of its supplies and returns with credits.
-> Crashed Core Miner = A ship crashes nearby that deposits metal, some colonists (all Miners), and some rare mining equipment that increases mining speed by 50% over normal mining picks.

EDIT: More Ideas:
-> Raining Squirrels = For some odd reason its raining squirrels. Fortunately for the squirrels they survive the impact. Unfortunately for you they are all psycho and beeline to your base.
-> Terrorist Bombers = A group of fanatical raiders run at your base and detonate themselves on your fortifications and turrets. If you kill them before they reach your base, they do not detonate, and instead drop some kind of explosive weapon.
-> Crashed Pirate Ship = A pirate ship crashes nearby. It deposits metal and food supplies, as well as a couple incapicated pirates and some conscious pirates that intend to kill you and take over your colony.
-> Weapons Shipment = A ship carrying a shipment of weapons is shotdown. Perhaps some of the weapons survived intact.
-> Medical Shipment = A ship carrying a shipment of medical supplies is shotdown. Perhaps some of the medicine survived intact.
-> Malfunctioning Missile = A missile streaks from the sky and detonates violently on impact. Theres a 50/50 chance that it will target your base over something else (like a mountain). Causes explosion damage and creates fires.
Ideas / Re: Your Cheapest Ideas
December 09, 2013, 04:40:10 AM
My cheapest ideas would be:

Research topics that improve variables currently ingame such as:
-> Carrying Weight (How much stuff a colonist can carry)
-> Expanded Store Stocks (Allowing ships to carry more stock and more credits)
-> Amount of Food produced by Gathering a Potato in a Growing Area
-> Amount of Metal produced by Mining an Ore Vein
-> Increased duration of ships sticking around (Allows you to trade with a given ship for longer)
-> Increased hitpoints of turrets
-> Increased power production of Solar Arrays
-> Increased power storage of Batteries
-> Reduced power consumption of Lights

-> Different tile shapes (ie Diamond, Hexagon, Pentagon, etc...)

-> Power-Saving Lamps (Ones that only turn on during the night)
-> Double-Door (A place where you can place a single large door that takes up two spaces)

Trade Commodities:
-> Alcohol, Silk, Salt, Pepper, Oil

Bit tired, so can't think of anything else. Will probably post again later.
Ideas / Bunch of Suggestions
December 09, 2013, 04:24:38 AM
Really liking Rimworld thus far. Finally figured out how to trade, and trading is very useful. Have a few ideas to give:

-> Make it so that there is more variance in prices. Have outliers that occur seldomly in prices, such as extremely high/low prices.
-> Make it so that the higher the Social Skill is, the better your overall prices for buying/selling are.
-> Create new commodities such as: Spices [ie Salt, Pepper, etc...] (If added to nutrient paste in improves the taste, so nutrient paste doesn't taste as bland), Alcohol (Provides a short morale booster if taken sparingly by colonists), Silk (Could be used to make very fine tapestries or carpets)

-> Create new topics:
1) Agricultural Improvements = Increases growth rate of plants in Growing Areas.
2) Scientific Collaboration = Increases research speed dramatically when at least two people are performing research (requires two research tables)
3) Armor Theory = Increases hitpoints of auto-turrets and makes them slightly resistant to bullet-weapons
4) Defensive Measures = Unlocks Barricade (more expensive and better cover than sandbags) and Mounted Gun (A colonist can use this where it is set up)
5) Flak Armor = Provides some protection for colonists against explosive weapons and exploding objects (like boomrats)
6) Field Medicine = When someone goes to rescue a colonist, they can administer first aid that can sometimes revive them (if there health isn't too low).
7) Solar Refinement = Solar cells provide more energy
8) Vehicular Transportion = Unlocks the Sand Buggy. This is a vehicle that is costly to build, but allows colonists to travel quickly over the map, and carry a lot more goods, or people than normal. Requires electrical charge-ups occasionally to refuel.

Defensive Structures:
-> Minefield = Any hostile that wanders through this is killed off or wounded.
-> Barbed Wire Fences = This slows down enemy units, that may try to find a different route to get to your base.
-> Barricade = This metal object is built to survive bullet impacts and protect those hiding behind it. More effective cover from enemies and provides some protection from explosions.
-> Mounted Gun = This assault weapon is mounted on a barricade or sandbag. It allows a colonist to fire at enemies within a 45 degree arc in the direction the weapon is facing. Has good range.

-> Power Saving Lights = These lights only activate when a colonist is near it. This causes them to consume less energy overall compared to other lights.
-> Target Dummy = This thing can provide some target practice for those colonists with low shooting skills. May be useful when they have to put those skills to the test against a raiding party.

The big thing I've noticed that could use work is the Research menu. If you have a dedicated Research person with 12+ in that skill, they become useless quite fast (except for carrying and cleaning of course). Trading also could use some work. But, the fact that its pre-alpha and actually functions is amazing. Keep up the great work, Tynan!