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Messages - ccheuer

#16
General Discussion / Re: i dont know if i like this...
November 29, 2014, 02:50:07 PM
Quote from: Goo Poni on November 29, 2014, 12:57:58 PM
Maybe not when queued because no-one knows besides the omnipotent colony god/colony hivemind/the player and the doctors. Once the operation is done, however, that loyalty threshold (is that visible anywhere in the UI, it's not the mood) should drop through the floor and be on approach for the core of the Rimworld and prisoners who bore witness to it (in the case of big holding cells instead of individual prison rooms) should get a heavy mood debuff and their own loyalty to the colony be shot in the foot as well. I'd expect riots to be breaking out after a couple such operations.

I don't know about you, but if I was a prisoner in some colony where there is no light, one person comes and feeds me once a day, and I was captured in combat, when their doctor approaches me with some anesthetic, my response would be AWWWWWWWWW HEEEEEEEEEEEEEEEEELLLLL NAWWWWWWWWWWWWWW.
#17
General Discussion / Re: To fluff or not to fluff?
November 29, 2014, 12:43:25 PM
Quote from: nyxkin on November 11, 2014, 06:57:59 PM
So, Rimworld is supposed to be in the (distant) future;
and the actual Rimworld (aka the planet) is, again supposedly, a 'fallen' HiveGlitterworld?

Awesome, I'm sure there are then all sorts of crazy interesting technosorcery... I mean it's not like I'll use Lee-Enfield (Mk I 1903?), M16(A2 1980?), L-15 LMG (Bergmann 1915?) and the occasional M24 (SWS 1988?)
Did we crash our star ship on an alien world, or a black hawk just off Mogadishu? ???

Sure, there are mechanoids and the occasional R-4, but they just stand out more.
And aside from them, it's closer to role playing an Australian/Afrikaans homestead then a colony on an alien world. Between green fields, weaponry considered obsolete even by today standards, and most of the 'actors' being human or terran like animals, spear wielding aboriginals, cowboy hats and dusters all 'round, and the whole drowning in 'tatters thing.

I get it's alpha and all; but where are all the fancy little things that actually make it sci-fi?
No weird aliens - no problem, look at Dune and the whole ghola and mentat 'thing' to spice it up; (and that's without mentioning Tleilaxu and their bio-horrors)
or how about taking a hint from Necromunda and the host of cult/ab/sub/meta-human mutants/cyborgs and such?

Or how about the whole PvE aspect: vitriolic/molten pools/rains, meteors which actually fall and damage features, having to adapt to hostile flora and fauna, or at least one different from Earth. (I'm sorry if I'm coming off as unreasonable, but I don't expect to land on Alpha Centauri's Chiron and start picking blueberries ;))

And speaking of fauna, how about weaponry; I mean what's wrong with the age old FPS tradition of either using generic titles such as "Assault Rifle" or spending 30 seconds per gun to make up a name: "CAR-52" (as in "Compact Assault Rifle model.2052") rather then defaulting to using a 1980's rifle in 2050+?
I mean, ignoring the possibility that say BAE Systems will file a claim about using the brand 'Lee-Enfield' or Colt Defense for 'M16' it -should- also be easier to balance a fantasy weapon.

And that's going for conventional weaponry, both Star Wars and Trek have next to no ballistic weaponry, Mass Effect is all about magnetic drivers, Dune went sonic and acid, 40k has laslances, plasma, plastic shuriken, ion and 20mm auto-guns as -staples- rather then super rarities. Ultimately, it's not about debating the effectiveness of established weaponry, it's about the idea of interesting new technologies, or that the existing ones are at least adapted to new and strange circumstances/environments.

Granted, it's alpha, but is (and I'm honestly trying not to come off as a jackass or attack) Tynan afraid to get creative? :-\

My concern is: between people getting used to status quo and adding new features (obviously nothing wrong with either of those) in game 'fluff' like this will always take a backseat until it's likely forgotten or dismissed with:
"But we've always done it like this" or "That's not a priority compared to XYZ"

Also: Hi all, got bored of lurking. :P

Look at it this way. A pistol will eventually run out of bullets. In rimworld, has this ever happened? Clearly some high level tech involved in that.
#18
General Discussion / Re: montain Roofs, no roofs.
November 29, 2014, 12:30:51 PM
Quote from: Endoric on November 09, 2014, 10:02:58 PM
yeah took me a bit to realize what was happening when i first tried to clear an area of some mountains.  didn't get it at first.  i find it annoying that the small mountains cant be cleared at all.

It would be amazing if this engine supported multiple layers instead of just a 2D map.

The problem with that is it becomes very awkward building things on multiple levels, see the game Towns as an example. The way Rimworld is, its very streamlined on how to build structures and what not.
#19
General Discussion / Re: Wooden Walls
November 29, 2014, 12:28:01 PM
Quote from: Goo Poni on November 28, 2014, 10:11:23 AM
Something else to note is that unless the "stuff" material is actually on your stockpiles, you can't build with it. If you want to build out of marble, you need to have at least one block of marble at your disposal which would let you build freely. Once someone picks up said block and fails to build with it because you need more than one block, you cannot build with marble at all until more blocks find their way to your stockpiles. Can get a little irritating if you build a bunch of bedrooms for everyone and quickly want to lay down some metal beds but can't because everyone's using the freshly mined metal from the mountainside and none of it is on a stockpile, thus you have no metal available.

Odd, I've noted that so long as the material is on the ground, it will list it in the types of walls you can make, but it will still say you don't have enough of it, even if you do.
#20
Quote from: Mikhail Reign on November 18, 2014, 10:00:20 PM
Sales = dropped. No way would I buy a digital copy of a game when its sole method of acquisition is via a download from a indie company server. What happens if Ty busts and cant make bandwidth payments? Or even if he died in a car accident or something random?

The "I'm waiting for it to come out on Steam" argument is now 100% completely valid.
'

TBH, that argument is actually for the benefit of Ludeon, in a strange way.

Most people fall into one of three categories. A) They have no problems playing alphas, and won't get tired of it. B) They have no problem playing alphas, but WILL eventually get tired of the game, and C) They hate alphas. Regardless, if someone falls into B or C, its better for them to first play a near/already completed game, as they will recommend it a lot more quickly since they don't have to tack on the "but its in alpha" to their friends, which puts some people off, namely group C.

Thus, if people fall into B or C, its better for them to wait for the steam version anyways.
#21
General Discussion / Re: i dont know if i like this...
November 29, 2014, 12:08:33 PM
Quote from: Tynan on October 05, 2014, 12:34:05 AM
Quote from: Fruit loops on October 04, 2014, 10:29:47 PM
Its basically a tradition now, 1 kidney, 1 lung and if they are useless two eyes and a heart
every prisoner I get first thing I do is check the traits, if the mental break threshold is upped or he/she has a negative affect; out with the heart
I don't know if I like that aspect of getting ridiculous amounts of money for a kidney or lung
all the while the prisoner still is alive and has no grudge against you
at least get a negative effect if your a prisoner and you have a organ removed  + I'm pretty sure you would die with only 1 lung

Hmm, this is actually a good point. I'll have to consider the mood effects of having organs harvested.

I guess it's really context-sensitive though. Though perhaps if they're a prisoner I can assume that they're not happy about it.

I think what you should do however, is have it happen from the moment the operation is queued/the doctor gets into the room. Also, you should then see if you can make it so that all prisoners who were there at the time gets a strong negative when they see that person.
#22
General Discussion / Re: I miss the self fed prisons
November 29, 2014, 12:06:48 PM
Quote from: woolfoma on November 25, 2014, 12:54:09 PM
I wish we could still use nutrient dispensers in our prisons so we don't have to make meals or have people walk over to them with the meals :(
I used to be able to support way more prisoners because they never needed to be interacted with, just pile food in the hoppers and recruit the survivors :D

put a storage section set to high priority in your prison that can only take food, same thing.
#23
What I would really love to see is that the tech tree requires researching of everything, however, depending on the backgrounds of the people, certain things come pre-researched. For example, if you start with someone with doctoring over 10, then you automatically have a bunch of medical stuff researched. If you start with say a laborer, you already have a bunch of construction researched. This would flesh out the individuality of your people a whole lot more, because as it is, you kinda look for a general competency, whereas this would require you to actually have specialists from the get go.

For even more difficulty, you could tie these automatic unlocks to only maintain the unlock provided the person is still alive/the skill is still high enough. Should those stop being the case, you lose the technology, until you research it officially within the tech tree, and then I would recommend adding in a Library type thing that maintains these technologies.

Then you could even have luddite raids where they try to take out the people that have the highest skills in given categories, and try to burn down your library. But that goes into what I think should be the case for every type of raid. I feel they should have their own unique objectives. I think pirates should try to steal silver off of you, or whatever is valuable. Tribal people should be the luddites, and general tech dudes should just be the basic "we are attacking you" type people.
#24
There was once a man named Dimitri. He started out at the colony like a fresh born babe, not a mark on him. Noticing that he was 15 in shooting, I designated him my main combat dude. Dimitri was strong, he would often take on waves of 15+ with naught but a pair of turrets to aid him. Things escalated quickly however, as the danger of his role often led him to the hospital section of my base.

The wounds he acquired were extensive. A squirrel bite off his left ear, a tribal savage sliced off his right. His left thumb was shot off, his right hand cut off. He lost his left big toe, and had one eye burned to oblivion by a mechanoid. He had an array of scars down his chest, and a bad back from carrying the burden of the colony's protection. His neck was nearly severed, and all could be seen now was a mass of scar across it. But still, he fought on. Over time I gave him improvements. It wasn't long before he had full bionics, even having his sight in one eye restored.
The colonists loved him, he was their protector, their guardian, their savior.

Then one day, the burden became to great, and Dimitri killed us all...
#25
Quote from: blaze7736 on October 22, 2014, 06:41:26 AM
Hey guys and welcome to my 3rd mod. This mod is one that allows your colonist to write programs, these programs will have many forms and uses from Trade to Entertainment. So Enjoy and i hope to hear some good feedback. To clarify at this stage this mod only allows you to produce items for sale with traders but i want to hear your feedback and ideas.

Whats in the Mod:
Computers
Simple and Advanced Programs

Versions
V1
Added Computer
Added Simple Program
Added Advanced Program

Other Mods by me:
https://ludeon.com/forums/index.php?topic=6925.msg68137#msg68137
https://ludeon.com/forums/index.php?topic=6811.msg66757#msg66757

You should have them play rimworld...