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Messages - Sion

#181
Ideas / Re: Your Cheapest Ideas
May 12, 2014, 11:18:28 AM
Quote from: Jamodon on May 09, 2014, 06:57:28 PM
Here's a list of "cheap" ideas I had that I think also have strong story potential. Apologies if any of them have already been posted, I'm new here.

Ill Gotten Gains
...

Stampede!
...

Most Dangerous Game
...

My Friend Muffalo
...

Squirrel of Caerbannog
...

Little Shop of Horrors
...

Excellent ideas!
I hope they will be implemented.
#183
Ideas / Re: sheild generators
May 09, 2014, 05:00:56 PM
Quote from: iame6162013 on May 09, 2014, 04:53:08 PM
Quote from: Sion on May 09, 2014, 04:49:40 PM
Here it is:
http://ludeon.com/forums/index.php?topic=2677.msg24663#msg24663
uhm if i open it it says "The topic or board you are looking for appears to be either missing or off limits to you." :(

Wops!  :-[
It is posted in the Testers part of this forum where regular users don't have access, I didn't check that, sorry, I have reported it to the moderators and asked them to move it somewhere where you can see it, hope it works.

The mod is created by: Darker
If/when it is moved the topic is: [MOD] Shields!
and then the search engine should be able to find it.
#185
Ideas / Re: sheild generators
May 09, 2014, 04:46:38 PM
I have already seen a mod about a month ago that adds force field shields, but I don't remember the name at the moment.
#186
Quote from the changelog, May 7: "Added machining table. Basically, it’s a butcher table that lets you disassemble dead mechanoids for parts (just metal for now)."

When we can disassemble mechanoids (and/or even regular weapons) for weapon parts (or whatever it will be) I would like to be able to construct custom weapons from said parts in a kind of minigame where you have a list of all available parts in your stockpiles, each part modifies the final stats of your new weapon in some way, eg: a M24 Sniper barrel would give the weapon higher damage but longer reload time or something, and when you are finished with the weapon you can name it.
(Yes, I'm inspired by the game: Loadout)
#187
Ideas / Re: Your Cheapest Ideas
May 03, 2014, 12:20:52 PM
Quote from: Nasikabatrachus on May 03, 2014, 03:05:27 AM
I have a couple keyboard shortcut suggestions.

1. I love making time lapse series of my progress in building/colonizing/etc. type games, but in RimWorld making these can be challenging because it's hard to get perfectly consistent camera zoom levels and fields of view over time.

I suggest adding the ability to define camera warp points assigned to e.g. the function keys. This also has more practical uses.

An example of how I might use such a thing:

F1: Local awarenes: A view centered on my colony's most important areas, zoomed in enough that I can see unit counts on individual stacks of resources
F2: Situational awareness: A high view, not centered on the colony, which would allow me to search the map quickly when there are running events I'd like to keep track of (fights between factions on the map, etc).
F3: A view suitable for showing broad changes in the structure of my colony over time.

2. I also suggest using the number keys for building categories in the Architect menu. The advantages of particular shortcuts aren't that great when you're switching between clicking options and pressing the keyboard; I often just click, even when there's a keyboard shortcut, just because I'm already clicking anyway.

How about a way to manually add the camera warp points wherever you want them?
Something like Ctrl + Shift + 1 to set "1" to a certain warp point, and Ctrl + Shift + 2 to another point, and so on.
#188
Quote from: longbyte1 on May 02, 2014, 11:06:25 PM
Quote from: Sion on April 18, 2014, 05:40:20 PM
The result is this:
http://puu.sh/8e6d7.jpg
15 colonists idle? You, sir, have a very unproductive colony.

No, almost all of my colonists are incapable of none, and I use the manual priority system (priority 0-4), and I enable everything at level 4, and then I specialize them by giving certain skills higher priority, so when they are idle it means that they really don't have anything better to do, all the crops are harvested and replanted, all meals are cooked, all the stuff are hauled and so on, and as you see I'm at day 176 and to me it means that I'm far into my late game play, my late game usually starts at day 100+.
#189
Quote from: longbyte1 on May 02, 2014, 11:03:09 PM
This is actually an important question because if you have a YouTube channel and you're doing a series on RimWorld and you keep dying, you don't want people to just say "oh you such a noob cos ur just loading save files to keep from dying 1-" and hate on you and give you bad publicity. What should be RimWorld colony etiquette?

That is something that the YouTube publisher should ask her/he's community.
#191
Ideas / Fire extinguisher = Water balloons
May 02, 2014, 10:40:32 AM
Fires cant be put out if they reach eg. the inner 4 squares in a solar generator, and instantly the generator is doomed, unless it starts raining, therefore some kind of fire extinguisher are needed, and why not try water balloons?

I would guess that your first question is something like:
"How are they filling the balloons if water isn't implemented in RimWorld yet?"
and "Where are they getting the rubber for the balloons?"

The first question have 2 answers, the first and easiest answer is: You buy them from an interplanetary trader, because they have water on other planets (we just haven't discovered that yet :P )
The other answer is that you need to (research and) build a barrel like structure that collects rainwater that they can fill the balloons with, the barrel can only hold a limited amount of rain, and it only recharges while it is raining (in much the same way as the batteries do).

The second question, about the rubber; who knows what colonists can come up with when they have some chemicals from a boom rat, some agave and a few potatoes? :P

Now you are probably thinking that this is a great tool for shooting training, but to prevent this we can do it in at least 2 ways:
Option 1: you don't get any points for throwing balloons even tho they are similar to grenades (and probably uses much of the same code).
Option 2: you only have as many as you have made or bought from the traders, they are not infinite like grenades.
Option 3: both options above.
#192
Quote from: sparda666 on May 01, 2014, 01:40:16 PM
Quote from: Sion on April 30, 2014, 07:41:14 PM
Save file part 2:

I noticed on your giant post that you organized your weapons by skill level. how do you organize your pawns by skill level to pick up the right weapon? going one by one and equipping them manually sounds like a drag

Yes I do it one by one, and it sure is a boring work (I wish for a automatic solution).
I start by drafting everyone and gather them in the flower field then I pause the game and manually sort them one by one by shooting skill, and lastly I tell the ones that need it to upgrade.
Then the battle begins!
#193
Not sure if I should post this in: Mods, Suggestions or General Discussion.

Would it be possible to create tanks to RimWorld?
I'm thinking that it would be possible to recycle some functions from player code, because they actually have similar functionality.

A tank basically consists of a body and a turret, and a colonist consists of a body and a gun, both the turret and the gun can be rotated while the body remains stationary.

The path finding wouldn't need to be much more complicated than for the other living beings in RimWorld, lets say that you have a tank with the size of 3*5 tiles, you could either simulate 1 colonist in the middle, and look for a path that always are more than 3 tiles wide,
Or simulate 4 colonists, one in each corner, and have them path finding in a 3*5 square formation.
#194
General Discussion / Re: Rock walls+ easy to get mad
April 30, 2014, 09:43:45 PM
Best solution for long travels is to designate some agave or berries to be cut when the colonist starts to be hungry, just designate the nearest food plant to be harvested and order the colonist to do it, s/he will then eat the raw food, its better than starving.
#195
General Discussion / Re: When should i start over?
April 30, 2014, 09:30:21 PM
Almost every time I save my game I make a new save and name it something like "A_1_calm" then next "A_2_Raider_Attack" and so on, when the colony dies I pick a suitable save file and continue from there, but I name them "B_3_Survived_Huge_Attack", and so on.

I think of it as different timelines, or parallel universes, in the save files the first letter is the universe or timeline and the number is the number of saves I have done, so if the colony dies in universe A_ it lives on in universe B_ and I continue from there.

On my current colony I'm at A_40
Eventually I delete saves that isn't important, an important save would be where the game could have changed course, like when there are 15 raiders attacking your 10 wounded ppl colony.