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Messages - Headshotkill

#17
I think they would find a variety of channels, ranging from ancient soap operas that've been travelling through space as TV-signals for hundreds of years originating from broadcasts on the other side of the galaxy to local skits produced by small-scale broadcasting stations on the various rimworlds. And off cours many commercials being transmitted non-stop by trade-ships passing by.
#18
General Discussion / Re: Fiction primer
March 04, 2018, 05:44:42 AM
Quote from: Call me Arty on March 03, 2018, 06:30:57 PM
Quote from: kermanguy on February 28, 2018, 09:52:30 PM
fiction primer thingy

The what now? Nah. Now, when is Tynan going to add aliens to the game?

HERESY
#19
1. Ruined city biomes, we've already got the ancient roads and the isolated ruin but a fleshed out mini-biomes featuring the ruins of an ancient metropolis where you can settle with easy shelter but unfertile ground is something I've dreamed of since alpha 1.

2. Rainfall per year having more impact on diversifying tiles within a biome. Basicly the more rainfall per year a tile has the more dense the vegetation in that tile meaning jungle with lots of rain would be choke full of trees while jungle with less rain could start to resemble more of a savannah. The humidity would also determine flamabillity of the vegetation so the dryer more sparse vegetation is more flamable than the dense vegetation which would render the IMO "gamey" firewatcher obsolete, so we have to sometimes react to wildfires instead of waiting for rain, as fireball of death would be extremely rare with this system.
#20
General Discussion / Re: Fiction primer
March 02, 2018, 07:15:09 PM
Out of all the fictional universes I heard about, be it star wars, startrek, guardians of the galaxy you name it, the rimworld universe seems the most interesting to me and a plausible future IRL.
#21
Releases / Re: [B18] Monster Mash (v1) (1st Release)
February 01, 2018, 10:03:03 AM
Reserved
#22
Quote from: jamaicancastle on January 08, 2018, 08:39:29 PM
#3 is probably not going to happen. The game had a much more in-depth fog of war system in its earlier alphas, and the feedback at the time was that it just wasn't adding enough gameplay to be worth the frustration. So it got the axe, mostly.

There's a mod called "Real fog of war" which does just that, you don't notice it at first but a changes some critical game concepts.

-Hunting for animals is a gamble as you now have to scout the map for animals which can lead to some suprises
-Same thing for crashed items, you don't know what items have crashed so you have to check it out
-Now for the big ones, raids, you still get to know where the raid entered the map so you have a vague idea where they might attack your base, the suspense is waaaay bigger than vanilla, I have to spread out my colonists over multiple defense points for enough cover and when I see where the enemy attacks I have to move those from useless defense points to the actuall attack location.
-Sieges are A LOT harder, the enemy has complete advantage now in that you simply do not know what to expect when you engage them.
-...

I played vanilla ones after that but it felt like playing with God-mode enabled.


PS: The AI is also affected by the FoW rules.
#23
Quote from: Harry_Dicks on January 09, 2018, 06:33:03 AM
Quote from: dodviper on January 09, 2018, 05:46:20 AM
Hi guys! I'm really enjoying the mod (actually loving it), but i don't know what to do with the huge power I can generate with reactors  :-[
What do guys build (without cheating) that needs this much power (except the new weapons)?

Besides the defenses and turrets/towers? What about Mass Storage? Takes more juice the more you store, or check out some of the other endgame content mods, I highly recommend Sparkling Worlds or Glitter Tech. Some of them have resource duplicators that take a lot of juice, and I haven't even begun to explore most of them yet, so I'm sure there is going to be a lot of stuff that takes absurd energy that will be lots of fun! You could also start building a huge automated factory with bots, droids, androids, automated sprinklers and harvesters, conveyor belts with pushers/pullers/sorters, automatic crafters, all kinds of awesome stuff! Also I'm pretty sure on the Glitter Tech they have ultra high end composites, Alpha Poly and Beta Poly, that take a lot to manufacture. You can make weapons and art and stuff out of them too, something I think would be a great resource sink late game. Be careful though, your colony's value will go up quickly!

I think besides powerfull weapons and some other late-game energy sinks that give bonuses, the player should be faced with a barrier when building the spaceship. As of right now walking towards the already existing space-ship is a lot harder now that you have to face of the waves of enemies. This means building the space-ship as of right now is easier, requiring to sink in a massive amount of energy in the space-ship to prepare it for interstellar travel would balance it out and give people a serious motivation to go nuclear energy.
#24
Ideas / Re: New Biome: City Ruins
December 08, 2017, 03:11:49 AM
Already been suggested in the past: https://ludeon.com/forums/index.php?topic=34788.msg358288#msg358288

Along with fleshing out factions a bit more this is one of the last things I feel should really be added for a complete rimworld experience.
#25
I made a suggestion a while back proposing a humidity factor that would determine vegetation density and flammability.
#26
General Discussion / Re: B18 released!
November 18, 2017, 04:38:34 AM
It is now beta, they will still ad content but not totally new systems like caravans for example. Existing systems and the game overall will still be improved.

No panick, Rimworld has one of the most talented modding communities for totally new unlimited content potential.
#27
Makes me sad I never really got into SS13.  :'(
#28
General Discussion / Re: Nazi game setup
November 14, 2017, 02:01:15 PM
Using mods you should make a starting team of 10 people, of which 4 SS guards and the remaining six you arrest once you have a prison, after that you expand the prison (camp) using prison labor mod, oh and don't forget the gas trap and mass graves mod.

You should give yourself a lot of goodies to start with like weapons and material.
#29
Ideas / Re: Fireplaces outdoors should radiate heat.
November 13, 2017, 11:52:05 AM
As of now the whole temperature system is build around the interaction of internal spaces and the external ambient temperature. Not sure if they're going to tinker a lot with that anymore.
#30
Ideas / Re: In the bottom of well
November 11, 2017, 05:28:57 PM
Quote from: Limdood on November 11, 2017, 11:22:45 AM
because i don't want to have to put solar panels in gigantic open fields. 

I use every bit of my bases...and many others do as well.  Plenty of rimworld players put their power generation inside walls in their base.  I regularly put solar panels in unroofed rooms with walls around them, because otherwise raiders love to blow them up.  Same with wind turbines.

Maybe the problem is your gamey strategy and not the suggestion? :P