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Messages - Headshotkill

#256
Ideas / Re: Learning skills
June 30, 2015, 04:43:00 PM
Quote from: DDawgSierra on June 30, 2015, 01:14:36 PM
    I don't think they should have to LEARN it, I think there needs to be some shock or disaster that forces them to do it, unlocking there ability to do it.

You have to split skills that someone is incapable of doing in two groups:

1.The ones that the person lacks the knowledge and experience for, in order to fullfill.

2.The ones that the person lacks the will and or mental strength for, in order to fullfill.


What I understand with you mentioning the shock/disaster unlocking a skill or the ability to do it, fits into the second group.
The thing I'm mainly focusing on, in this suggestion is the first group of skills.
#257
Ideas / Re: Learning skills
June 30, 2015, 01:09:44 PM
Quote from: DDawgSierra on June 30, 2015, 11:55:59 AM
They learn as they do jobs already.

You don't understand, this is so people who are INCAPABLE of doing something for a none-physical reason can now learn new skills.
#258
Ideas / Re: Starting a Game with Combat
June 30, 2015, 01:08:31 PM
If you want to start of the game with A LOT more action then I HIGHLY suggest you get the Crash Landing mod cause it's just awesome and really makes the start of the game random.

You crash down, everyone is fucked up.
Make choices, safe people or food and medicine?

You'll see people ripped apart, wounded and burning up amongst the wreckage (their screams...) and along with that there's a chance you also have to fight right from the beginning because prisoner blocks can crash down to from the ship.
#259
Ideas / Re: Learning skills
June 30, 2015, 05:35:06 AM
*Bumb*

Alright, I've been thinking about it for a minute now.
IF I succeed in my entry exam for university next week which means I'll have three months of vacation I'll try and learn modding so I can make it myself and see if it works.

If not then I'll have to learn for another two months till the next entry exam, please pray for me! ::)
#260
Hey, this mod looks awesome!

It's a shame the only time I come across it it seems to be abandoned or at least suspended for the while, same with PA.
Anyway, if you do decide to pick it back up I'll make sure to give some solid feedback and some motivation! :D
#261
Thx, this is just awesome.
#262
I have only one thing to say:


HOLY SHIT THIS MOD IS FLIPPING AWESOME!



Besides that I think with the easy and hard mode a medium mode could be introduced, in this mode the 3 starting colonists would crash down in a special emergency shuttle that has better armor than a cryptosleep casket and thus they would have more chance of surviving the initial crash. The only thing is that I don't even know wether I'd play it on medium cause hard is really fun already!

And also maybe make some parts fall out of the sky at the same time instead of a string of debris crashing down, may create some more chaos but I don't know anything of modding and don't even know wether it's possible.
#263
Ideas / Re: W.A.S.T.E.
June 24, 2015, 03:13:48 AM
And also ad a P.P.D. , a Poop-Processing-Distribution bionic augmentation.

That way colonist can poop where they stand and it gets treated and teleported to the nearest poop container!!1!!!!!11! ::)

But on a serious note, I like the idea and I'm a system freak so the more complicated it gets the better.
#264
Relations and somehow making the colonists feel more... human.

Oh and before I forget better defenses!
#265
As funny as it looks it does kinda show how this game is still rather unbalanced and needs tweaking, but hey, that's what alpha is for!
#266
General Discussion / Re: RimWorld change log
May 26, 2015, 02:15:25 PM
All that bugfixing, looks like he's polishing up the last bits of code and we can expect this alpha baby soon!  8)
#267
I'll throw my opinion in here if I may...

I think the OP might have to take a better look at the suggestions tab and the evolution of the game.
As far as I can say I think there have been multiple suggestions that were LITERALLY implemented the way it was suggested on the forums.

Some examples I remember were, herbal medicine, the upcoming poison clouds, the long suggested solution for killboxes, weather and more. Of cours not all suggestions were implemented but that would just end up being a mess now would it?
#268
Quote from: Tynan on May 12, 2015, 05:50:29 PM
Well in billycop's example, they'd probably approach the left or right edge (where turret coverage is lightest), approach the closest turret and start throwing grenades at it.

In Skissor's example, they'd probably go through the right wall. If they approached from the left they might go through the left parts of the bottom or top walls.

Also I'm amused your colonists are named Max and Min :p

Will this expaned risk-analysis AI be added to all pawns in a raid?
Or will tribal warriors still charge like madmen, which is kinda realistic I guess...

I hope not only the sapper will be a bit more cautious in the future but any "modern era" pawn would think twice before doing something.
#269
General Discussion / Re: RimWorld change log
May 12, 2015, 05:21:27 PM
I feel as if next update will be one of the most game changing addition to date, and it will also mark the end of the killbox-era.
#270
I think this game is getting better by the minute, and most updates were awesome so far.

The only thing I that see as completly and utterly useless is alcohol right now but hopefully It'll get integrated into a wider system of hydration or something...