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

#7306
I hope it's worth it!

My only concern with this is diverting people away from KS. It would suck to get $5000 through Paypal and somehow miss the KS goal by $2500.
#7307
Off-Topic / Re: Rewriting URLs
September 30, 2013, 11:35:31 AM
Quote from: British on September 30, 2013, 03:39:17 AM
By the way, what will happen to www.rim-world.com ?
I'm asking since it's the URL used in your first-look video, and thus might have gained some traction...

I'll probably just make it permanently redirect to rimworldgame.com.
#7308
General Discussion / Re: Rimworld Wiki!
September 29, 2013, 08:55:48 PM
Really makes me want to make more of each of these things...
#7309
Ideas / Re: AI storyteller balancing possible issue
September 29, 2013, 08:54:37 PM
Cassandra isn't adaptive at all right now. She follows the same difficulty curve every game (internally, she receives more and more "points" to spend on threats each dark season). However, you're correct that this doesn't always create great outcomes in the game. Sometimes you'll be way ahead of her, and sometimes she'll just annihilate you.

I really need to take a pass at putting in some serious adaptive detection of the players' situations and response. Technically Cassandra works "as designed" right now because she just does her thing like a classic video game ramp-up and it's your job to respond. But I think that her play experience could be improved with some degree of adaptiveness.

There is a question of whether that should be another storyteller or not. Do people want to keep Cassie's "consistent" approach, as a yardstick to test themselves against? Or is it not even worth retaining in the game?
#7310
General Discussion / Re: 212 build feedback
September 29, 2013, 08:50:29 PM
Ammo is a real idea; it's kind of weird it's missing. There's a lot of other stuff I want to address first, though. Ammo is lower priority because

-It wouldn't really become important very often
-When it was important, it would often obstruct players in an annoying way. I classify this system as a new way to obstruct players, not a new way to give them opportunities. Yes, interesting stories could emerge from ammo shortages, but I'm not sure it's worth the annoyances of dealing with the logistics behind it
-There are many other systems that rate higher in design benefit versus design cost, to my mind. Making the AI manage ammo well would be really hard; they payoff would be minimal.

If we did do ammo, the first version would be limited to artillery pieces (which aren't yet in the game, though they were there in a super early prototype last year, with FTL-style direct controls)
#7311
Stories / Re: Gameplay feedback first four hours
September 29, 2013, 08:47:57 PM
I like how you went with the "let's all live and eat and farm in a dirty cave" approach to colony building every time :)
#7312
Off-Topic / Re: Rewriting URLs
September 29, 2013, 08:45:47 PM
Quote from: Hypolite on September 27, 2013, 06:32:42 AM
How much time did you wait between the promotion of the parked domain to a full-featured domain? DNS changes can take up to a few hours to propagate.

For more efficient troubleshooting, I would require access to the new domain FTP. From what I understand, there will be nothing on it except the .htaccess, so I won't be able to break anything  ;)

Thanks for the help; I want to continue towards solving this problem in future but for now it's on the back burner.
#7313
Stories / Re: Gameplay feedback first four hours
September 28, 2013, 11:43:44 PM
QuoteSent one guy to capture a downed pilot, after he had dragged him half-way, my warden went out to his previous location to feed the prisoner. He should probably wait until he's in prison.
This is a really good catch. These kinds of bugs are tough to intepret. Thank you.
#7314
Stories / Re: Gameplay feedback first four hours
September 28, 2013, 11:14:37 PM
Quote from: Yarkista on September 28, 2013, 10:50:42 PM
Quote from: Fenex on September 28, 2013, 08:33:19 PM
May I ask how you get the game because I really want try it.
Do I have to be a tester to play before kickstater because I would like to be one if that's the case. Or is there another way

Ty has already explained it, but please don't go asking for alpha access in the future, not just for this game but for all ames, it can realy piss some people off man.

Well, it's not a big deal. It'll all be clear once the KS is up anyway.
#7315
Stories / Re: Gameplay feedback first four hours
September 28, 2013, 10:40:32 PM
All right Sire! Thanks for the very full report. I wish you had some screenshots to post; It always makes these stories much more interesting. I've written a bunch of this down as stuff to look at/fix/add. I'll just respond to some of your notes below:

-People going mad: Were you looking at the alerts in the top right? When someone is near going insane it plays a red alert sound and you'll get a flashing red warning in the top right. I should probably make it play earlier and put a slightly louder indicator arrow.

-You couldn't have had no stockpile... there'd be no way to collect any resources. I think the game would crash. You must have just had your starting stockpile? Wish I could see a screenshot.

-Regarding food granularity, it used to come in larger "chunks" but that doesn't leave enough granularity for the amounts of food that come from some of the smaller or less-developed plants during harvesting. That's why it's 10 per day. Yeah, it's kind of arbitrary... sorry.

-Good idea on the wall building mine/build combined order.

-Overview does always shows colonists' 'suitability' for each job. The brighter the check box area, the better they are at the job. Of course, this isn't made clear anywhere.

-I need to add more overview interfaces for other stuff.

-On my "soon to do list" is having everyone defend themselves from immediate threats. This includes raiders fighting against frenzied squirrels.

-Regarding traps, for now I suggest you look into placing blasting charges on anticipated enemy approaches. In fact they're extremely OP if you use them properly; it's kind of ridiculous. I want more tactical possibilities too (hidden turrets would be cool).

All those bugs are very useful reports. Haven't heard those before, but I can see how they'd happen and I will fix them. Thanks!

And, I'm looking forward to hearing how your colony is developing. And hopefully seeing it :)



Fenex: You can't get the game right now. However, the Kickstarter will open next week and one of the reward tiers will give access to it as soon as the Kickstarter ends.
#7316
Quote from: Yarkista on September 28, 2013, 01:40:53 PM
Title explains most of it, I don't have a credit card but I do have a paypal account, is there any way I can contribute to the game?

Good call. I'll set up a Paypal system for RimWorld.
#7317
Off-Topic / Re: Rewriting URLs
September 27, 2013, 06:30:15 PM
Thank you Hypolite.
#7318
Ideas / Re: Drug system?
September 27, 2013, 06:26:31 PM
To clarify, they're not implemented... they're something I'm offering to KS people as a thing to vote on.
#7319
Off-Topic / Fun! Half-regenerated world
September 27, 2013, 06:25:42 PM
#7320
General Discussion / Re: Kickstarter next week
September 27, 2013, 05:36:35 PM
That's the day after the RockPaperShotgun article. I only got the forum up at 4pm the day of ( my time, the article went live at 9am my time).