Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Tynan

#7021
General Discussion / Re: Voice acting.
October 24, 2013, 08:16:20 PM
This actually falls under Alistair's purview more than mine. But he doesn't hang around on forums much :)

Anyway, no, probably not. There's too much to say to voice it all; we're leaving the communications as abstracted as possible to let players imagine the interactions instead of telling you what's being said.
#7022
Off-Topic / Re: Rewriting URLs
October 24, 2013, 07:45:25 PM
Thanks tony! I appreciate your helping out. In the meantime I may take a shot at your solution.

Since this seems to be such a challenge (and perhaps impossible to solve), I'm thinking I might actually just make a little page for rimworldgame.com, separate from the blog entirely. That would, of course, solve this problem. And it's going to be a static landing page anyway.
#7023
Ideas / Re: Your Cheapest Ideas
October 24, 2013, 07:26:49 PM
Blitz... I love you, I really do. Please post the spreadsheet!

I also really hope it includes a bit more info about the ideas... just those titles don't explain much in a lot of cases.
#7024
Quote from: miah999 on October 24, 2013, 03:17:00 PM
That's certainly an interesting take on the colonist plight Stigma, and would definitely explain/justify a crueler play style.

What about the idea that the planet is not for criminals but for "leapers" or some other sort of outcasts, maybe it's where a race of Transcended send ships that stray into their territory.

Well, transcendents never send ships or communicate - just to clarify :)
#7025
Support / Re: Paypal problems
October 24, 2013, 03:46:42 PM
Please email me at [email protected] stating your old and new emails and which thing you bought.
#7026
Translation is a separate issue. And in any case, I'm likely to just leave that to the community. I'll make a localization file of all the text in the game and people can translate it to any language they wish.
#7027
Hey all, I've just put up a board to discuss the creative rewards. Check it out here.

Some of you may wish to pay special attention to the call for moderator volunteers! At least, I hope you will :P
#7028
The call is closed, thank you to those who responded!

Are you a clear, concise writer? Are you interested in the RimWorld fiction? Are you willing to help moderate creative rewards?

If you answered yes to all three questions, please post in this thread! Also, please accompany your post with at least a page of fiction writing you've done. It can be any fiction - I just want to see how you assemble sentences. If you don't want to post it here go ahead and email me at [email protected]

It would also be good if you answered:
1. What is your writing experience?
2. Why do you want to help out?
3. How much are you available to help out?

Thank you in advance to all who respond!

#7029
Creative Rewards / Creative Rewards Guidelines
October 24, 2013, 12:49:44 AM
Hey all,

Since we are setting a high standard for the consistency, quality, and fictional seamlessness of the creative rewards, I thought it would be good to have a centralized place to discuss them. That way, you can all see every other discussion about what fits, what doesn't, and ongoing clarifications to the guidelines themselves.

Here are the guidelines: Creative rewards guidelines

And here is the Creative Rewards login:
http://rimworldgame.com/creative/index.php

So yeah - if you have any questions or uncertainties about what you want to do, start a thread and we'll answer!

EDIT - by milon, added creative rewards login
#7030
General Discussion / Re: Introduce Yourself!
October 24, 2013, 12:03:44 AM
Welcome all!
#7031
General Discussion / Re: Corpse Disposal
October 23, 2013, 09:39:31 PM
Quote from: salt1219 on October 23, 2013, 09:27:11 PM
I would like to see bodies become bones over time or rot into nothing

Me too.
#7032
Ideas / Re: Addition to raiders
October 23, 2013, 08:23:09 PM
Don't worry Spike. My intent is not to "defeat the player" I could do that easily. My intent is to create situations where the player always has something to think about and something to do.
#7033
Quote from: Spike on October 23, 2013, 06:42:19 PM
As I had mentioned in another thread somewhere, they all could be from the same ship.  Take the movie Pandorum, for example.  The ship broke up in orbit.  Some parts/people crashed down many years ago - enough for them to descend into barbarism.  Other parts of the ship are still in various orbits, and your section finally arced in on re-entry, activating the emergency revival system.

That's a good one. I do think many of them could be from the same ship, but it doesn't have to be all of them. But it would be cool to find other survivors wandering around. In fact some already arrive in crash pods.
#7034
Ideas / Re: Addition to raiders
October 23, 2013, 06:16:39 PM
Don't worry nomad, breaking the waffle thing isn't as hard as you might think. Give me a version or two :)
#7035
I'm still working on smoothing out the population economy :) It's a bit of a cliff right now. But that's what testing is for!