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Messages - Tynan

#7051
Good calls. 1,2,3, and 5 are all on my to-do list to address sooner rather than later. 7 will be fixed by balance changes, especially once we get better body armor and melee in. 4 is a difficult AI change so that might have to wait.
#7052
Ideas / Re: Parisitic Tumbleweed
October 22, 2013, 12:56:50 AM
This could be an interesting random event. Some parasite forcing behavior changes in a colonist. But what would he do? Just go insane and start shooting? Seems dull... I'd want something more nuanced, that presents choices to the player and lasts over time.
#7053
Ideas / Re: Selling of guns
October 22, 2013, 12:42:04 AM
Thanks for bringing this up. I've made a special thread where we can discuss the many-guns problem in a more general way:

http://ludeon.com/forums/index.php?topic=330.0
#7054
Ideas / The many-guns problem
October 22, 2013, 12:41:38 AM
People tend to build up a lot of guns. While it can be fun to have a big armory, it can also feel pretty micromanagey after a while.

How do we solve the problem where people get huge amounts of guns?

I've got lots of thoughts on this but I'm curious if anyone else has any specific ideas on how this design issue might be solved.

These could be:
-Economy adjustments
-Changes in how guns are acquired
-Variations on gun degradation
-Other ways to get rid of useless guns
-New AI behaviors to dump/destroy useless guns automatically
-Changes in how guns are dropped or acquired
-Don't solve it, just let it happen, it's awesome!

I'm interested in your thoughts. Let 'em fly!
#7055
Support / Re: Anomaly: Sun Lamp lighting radius.
October 21, 2013, 11:48:50 PM
Quite the eagle eye! Thanks.
#7056
General Discussion / Re: Kickstarter update #5
October 21, 2013, 10:35:31 PM
Thanks Semmy :)
#7057
I'll participate in a French forum. I could use the practice.

I'd need to figure out how to make my keyboard type accents, though.
#7058
Support / Re: Wardens
October 21, 2013, 04:06:44 PM
Well, there are arguments for it. It's fun to role-play sometimes, even if something isn't necessary to win. It's a bit like: why is there more than one carpet color in the game?

Anyway, I'm not sure I'll cut it; I'll have to see about that when I refactor the fear system.
#7059
General Discussion / Re: Engine Used?
October 20, 2013, 04:28:53 PM
Yes, of course. It took a long time to get all that stuff working.
#7060
Support / Re: Wardens
October 20, 2013, 04:22:49 PM
The beatings will probably get cut because they're kind of pointless.

And it does appear there is some kind of bug causing wardens to not feed prisoners. You can always build a nutrient dispenser in their cell, of course.
#7061
General Discussion / Re: Engine Used?
October 20, 2013, 04:21:45 PM
No, DF is coded from scratch. I don't think it even has sound.
#7062
General Discussion / Re: Engine Used?
October 19, 2013, 10:41:24 PM
Sound emitters. That's about it, really. The rest of the game is rendered out of a root object that calls every other method in my engine-within-an-engine.
#7063
Support / Re: Carpet and hydro tables.
October 19, 2013, 03:07:43 PM
Noted, and will fix. Thanks!
#7064
Ideas / Re: Selling of property and people.
October 19, 2013, 12:54:50 PM
Well, prisoners are discounted based on their health (unless there's a bug).

And yes, you're right, about building selling. It is fixedly planned to have the colonists do the deconstructing instead of having it just magically happen.

Welcome to the forum!
#7065
General Discussion / Re: Why did you back Rimworld?
October 19, 2013, 01:46:21 AM
Quote from: Dodd on October 18, 2013, 12:20:33 PM
Most of the reasons above are very valid and bang-on for me. I loved FTL, and I see the inspiration with it... I love these kind of games and I think the idea's fantastic.

I also went to elementary school with Ty way back in the day, so more than happy to support an old friend in his (awesome) endeavour.

Hello there Mr. Dodd!

Everyone - These are very interesting to read.