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Messages - Untrustedlife

#136
Ideas / Re: Servo-Drones
June 09, 2014, 02:10:42 PM
Quote from: GrimTrigger on June 09, 2014, 12:51:00 PM
How do people feel about the idea of developing mini-robots to perform some of the jobs the colonists currently perform?  They would have low HP, expensive to build, would require maintenance but could perform jobs like cooking, serving food to prisoners/wounded, maintaining crops, fire extinguishing and overall maintenance. Additionally they could either be solar-powered or require a docking station.  Maybe you need to build a robo-port and need to build small dock-stations attached to it to facilitate the maintenance and recharging of these little service drones.

What I would hope to try to stay away from would be having to specify priorities for the drones like you do with colonists, there would just be different categories of drones that perform 2-3 tasks.  "Hospitality Drone" for caretaking/food delivery/cooking "Service Bot" for hauling, extinguishing and base maintenance and maybe a constructor/Miner type that can mine and build or something.

This would add to the tech tree, a collection of several different technologies could also be required to unlock them, and upgradeable techs to allow you to differentiate between the plug in and charge type of bot and the solar powered one.  Additionally a little yellow bar under the mini healthbar or on its information display to show how much of a 'charge' it has left would most likely be required.  What do you guys think?

I know the one thing I left out was military-drones, but that was intentional. I think that might involve some significant balancing work, where-as these service bots maybe not so much as they would just free up colonist time.

I remember the last "discussion" about robot colonists....................... hopefully this doesnt end up that way
#137
Ideas / Re: Body Armor?
June 09, 2014, 02:07:13 PM
Quote from: GrimTrigger on June 09, 2014, 12:35:56 PM
Forgive me if this has been asked and/or suggested before.

That being said, are there plans to ultimately include body/protective armor to characters?  Not just for aesthetic purposes but functional as well.  Either increasing their overall HP or adding a separate non-replenishable/un-repairable blue "armor" bar.  If so, to what extent?  Leather, Armor like the mediavel Teutonic Knights, Kevlar, Ceramic Plate inserts, weaved fibers, nano-fibers, back to refined metal-pseudo-exo-skeleton type armor, and even potentially adding in reflective energy shielding?

I can see this being quite the endeavor to include but would make sense considering the progression of modern warfare and desire to protect ones own self from ending up like a Monty Python skit.

There are plans, reflective energy shielding however is beyond our tech level.

(Our colonists are stated by tynan to be about at the Industrial tech level (we are said to be in the middle of the span from cave-men to transcendance, since we are survivors of a crashed space-liner (and ftl travel i impossible in rim-world) ) (rimworlds are industrial)


We could possibly trade for them from higher tech level people though.....
#138
Quote from: Crownguard on June 09, 2014, 08:40:57 AM
Hey, I was just wondering when do you guys decide it's time to start a new colony.
Is it when you reach a certain milestone e.g. a year, or rather when your base is very advanced making it too easy (boring)?

Pic related, it's my base that I'm slowly getting tired of (not sure what else I could add).


I start a new colony when/if i die.. lol
#139
General Discussion / Re: Alpha4f difficulty
June 08, 2014, 12:51:52 PM
Quote from: Tynan on June 08, 2014, 09:22:16 AM
The animals aren't too hard to handle if you don't let them stack up. I've had success by having my guys run outside into little groups where the squirrels/muffalo approach one by one.

But anyway, losing half your colonists to a doom wave of muffalo doesn't sound like and issue at all... it sounds like FUN!

.... or is it really unbalanced and unbeatable? Inquiring minds want to know.

I think its FUN ;)
#140
General Discussion / Re: Alpha4f difficulty
June 08, 2014, 08:58:18 AM
Quote from: Tynan on June 08, 2014, 08:54:25 AM
A lot of people voted 'too hard'. Is it just the animal waves? What is too hard, exactly?

keep in mind the majority still voted from *normal to too easy*
(7 people voted too hard on the last version too)

The sheer amount of melee creatures i think is the issue here, (having an entire herd of muffalo attacking one person etc) I had that issue, lost half my colony to a herd of those things because of this.

#141
General Discussion / Re: Alpha4f difficulty
June 08, 2014, 06:43:24 AM
Quote from: frosty840 on June 08, 2014, 06:25:07 AM
Oh, I've got a growing zone, but that's for spuds, which your colonists have to plant manually.

I want something that lets self-setting berry plants and agaves grow, but makes your colonists rip up all the grass.

I'm just lazy that way :p

You can grow strawberries and stuff too (click the name of the plant that is growing to change it)....
#142
General Discussion / Re: Alpha4f difficulty
June 08, 2014, 05:48:52 AM
Quote from: frosty840 on June 08, 2014, 05:41:49 AM
Still not really sure what I'm doing. Got through to Day 91 without much fuss. http://imgur.com/yMHJOjx
Noticed that my colonists tended to be incapped more (only one died so far, and that's because they were 'nadespammed while they were down).

Could do with some way to get rid of harvested agave fruit, really. Traders don't seem to want it. Maybe I could lure some boomrats into it..

I got a lot more trees than I'm used to seeing, don't know if that's coincidence. By the time I needed to resupply on them, most of the trees had been burned up by lightning fires, though.

Would be nice to be able to designate areas as orchards, where grass is eliminated, food plants are left and auto-harvested. You can see from the screenshots that I've got a bit of a berries/agave cultivation, but harvesting them was always a tiresome, manual affair.
Not that food was ever an issue, mind you.

I figure I'm two or three more raids away from pissing off Cassandra Classic enough that she sends some game-ending minigunner-infested horror-raid at me.

Medieval Oafs seem a touch OP. Maybe prevent them from using the shooting skill.

Overall, seemed quite a bit easier than I'm used to, but I'm still learning, so maybe I was just doing better. Or was attacked less. Difficult to be sure.

Build a growing zone.

---------------------------
Got a game on about day 90 right now.

I have never been threatened by anything really, i got attacked by a pirate group ONCE, and am constantly attacked by small groups of tribal s.. but nothing i cant deal with...

It seems like it got remarkably easier.....

which is a bad thing, i do not really feel challenged.
#143
General Discussion / Re: Alpha4f difficulty
June 08, 2014, 01:28:59 AM
Quote from: GrimTuna on June 08, 2014, 12:38:55 AM
Somewhat conflicted regarding how to answer this poll.

Pirate difficulty seemed fine. Random events seemed fine.

Having a dozen squirrels go psychotic and murder my entire colony seemed a teeny bit unfair though. This was at around the 55 day mark, but I only had 4 colonists (would have had 5 - one death to pirates). Had 2 pistols and 2 rifles equipped at the time of the attack. The squirrels stacked up at a door, bashed it down, and then proceeded to incapacitate my colonists one by one (each one taking a couple of seconds to go down). I managed to equip frag grenades on the last colonist, but there was no way to get her to shoot because the squirrels are too damn fast (can't move away fast enough to get room to force-attack before getting meleed again).

If I had been thinking, I would have stacked all my colonists on one of my own turrets and then shot it until it exploded (hoping some colonists lived through the explosion). That doesn't strike me as the kind of thing a colonist would do though (very out of character meta gaming).

Some possible suggestions:

  • Let melee hit everything in a square. The stacked squirrels would have probably gone down then.
  • Let turrets shoot at the annoying furry rats.
  • Larger movement/offense/defense penalties for stacked creatures.
  • Let me train a squirrel army of my own.

Squirrel,muffalo armies would be an awesome addition....

I want a war-muffalo
#144
General Discussion / Re: POLL: Alpha4e difficulty
June 08, 2014, 01:27:26 AM
Quote from: Kazzier on June 07, 2014, 05:30:45 PM
First 3 games of this build.

1st game. Going quite well then on about the 10th day get a raid of 10+ raiders when I have 6 colonists. We are out gunned, out numbered and get owned badly. Graniders being the main problem.

2nd game. Get to about day 6 with my 3 colonists, get raided then immediately after we win all 3 f my colonists go insane at the same time.

3rd game. Playing well, then about day 20 get a raid far far bigger than I can handle. I get owned pretty fast.

I think my main problem is at the start I am struggling to set up camp fast enough and focusing more on keeping sanity than base defences.

hmm, you should have built turrets.. in the current version wealth is what effects raids...
(did you have any weapons?)
#145
Ideas / Re: Your Cheapest Ideas
June 08, 2014, 01:21:44 AM
Quote from: Anrock on June 07, 2014, 04:32:23 PM
Also, fire extinguishers allowing to put fires off faster and multiple tiles in a cone simultaneously. Just a moment ago boomrat exploded and my solar panel caught fire - colonists were able to extinguish only tiles that was on outer sides of solar panel, but inner tiles are inextinguishable because colonists can't reach them, that kinda sucks.

That is a long-standing bug
#146
Ideas / Re: 20+ hours in, first ideas
June 08, 2014, 01:20:03 AM
Quote from: wyldmage on June 07, 2014, 09:59:31 PM
So, been playing a lot of Rimworld the last week, and definitely enjoying it.

Some of the things that I'd enjoy changing:

1)  Early defense is very tricky (even on easiest storyteller) simply due to the random factor.  With only 3 colonists (some of whom might not even be willing to fight), it is possible to get 2-4 attackers and just lose.  After several starts, I've got a general strategy I use, but it only works because the attackers like to chase your colonists, not just steal your goods.
Solution:  Either 1 more starting colonist, or starting with an Uzi (instead of one of the pistols).

2)  Power early is incredibly hard to make work.  Solar panels tend to be offline when you get attacked (making turrets useless).  Geo plants take a huge amount to make, *and* are picky about location.  Plus Geo plants need a roof (which adds more to the required time).
Solution:  A low-end method of producing power, such as a wood oven, that produces only enough power for a handful of lights, or a single turret.

3)  Gaining colonists is particularly RNG dependent (whether they die from wounds, or fall incapacitated).  And since the attacking waves continue to escalate, if you get unlucky, you'll just end up losing (3-4 colonists after 2 months just can't repair/expand/defend well enough to deal with the 10-15 man attacks).
Solution:  Need some weapons that favor incapacitation, but suck for overall damage done.

4)  Trees die off (or start dying) the moment they are harvestable (according to the tooltip).  That is, when you grow Oak Trees, when they reach "Harvestable in 0 days", they start losing hp.  This is counter intuitive, since it means that you need to start harvesting them (chopping down) before they finish growing.  Also, trees don't go from their prime to dead in 1-2 days.  Very non-realistic!
Solution:  Add a delay, or otherwise set it so that when a tree says it is harvestable, you have a reasonable amount of time to chop it down.

5)  The random buildings (stone) around the map initially feel a bit strange (especially since you have to mine the walls, not deconstruct), as well as the fact that your ship is completely gone (just tiny bits of scrap metal).
Solution:  Crash some (pre-set, or random) ship structuring (walls/floors/etc) that can be used to "start" your base with some quality metal walling.

I disagree with almost all your ideas...

It is not random, the storyteller determines what happens at any given moment, your colony is not meant to have a HUGE number of colonists, tynan has stated this.

Stone walls should have to be mined, they are not yours, and it would be too easy to just get all of the resources from deconstructing the ancient ruins (which will be improved later btw)

I never noticed the trees dying, but there are plenty of them and they regrow very fast, especially once YOU start growing them (yes you can).

Quote
Power early is incredibly hard to make work.  Solar panels tend to be offline when you get attacked (making turrets useless).  Geo plants take a huge amount to make, *and* are picky about location.  Plus Geo plants need a roof (which adds more to the required time).
This is false, and roofs take a half second to build(and they build instantly) and geo plants do not require them..
They are meant to be picky, they are a huge amount of power.. making it so you can build them anywhere is ridiculous and would make the game too easy.Of course they would be expensive, they  are extremely useful.
It only takes a couple minutes to set up a nice power system with solar panels.. it is not hard.

But, i suppose a fire furnace would be a neat addition for power.. and it would allow you to make more old-style bases...not sure what it would require....

Quote
Early defense is very tricky (even on easiest storyteller) simply due to the random factor.  With only 3 colonists (some of whom might not even be willing to fight), it is possible to get 2-4 attackers and just lose.  After several starts, I've got a general strategy I use, but it only works because the attackers like to chase your colonists, not just steal your goods.
On the easiest storyteller?
No way.. that has never happened to me on chill callie..You usually have a a single raider in the beginning and 2 at most.
(unless you are bugged for some reason)
#147
Ideas / Re: New Use for Corpses
June 07, 2014, 04:20:52 PM
Quote from: Avsnoopy on June 06, 2014, 12:27:40 PM
I like this idea, And it seems somewhat unbalanced. I think you should have to research 2-3 things to get it working (so you don't have work bots after the first raid) Also, there should be a success rate depending on where the raider came(Pirates higher, Tribals lower?) from and how old the body is(Fresh body=high success rate) And if the operation fails the body is ruined. Perhaps this could be added as a mod, But it sounds difficult.

it does seem unbalenced I guess...... (It also really doesn't fit the lore, at least for your colony., sicne rimworlds are supposed to be industrial)


WAIT A SECOND
I have an idea....

You could get the cybernetic implants from people of higher tech levels through trading VERY rarely and then use them...
#148
Ideas / Re: Add more RTS elements
June 07, 2014, 03:51:32 PM
Aww there we go, firefly, i believe firefly is one of the main inspirations for the setting?

I have never been able to really watch that show..

You make a good point.

I actually believe having rarely some real awesome things from traders of higher tech levels is planned.
#149
Ideas / Re: Add more RTS elements
June 07, 2014, 03:31:49 PM
Then I shall link you to the lore:

https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub

https://docs.google.com/document/d/1pIZyKif0bFbBWten4drrm7kfSSfvBoJPgG9-ywfN8j8/pub

(Tynan wrote these for backers to read)

Quote
In the RimWorld universe, it takes years or decades to travel or communicate between stars. Because travel times are so long, planets tend to be disconnected from each other socially and technologically. So there are no great star empires, and interstellar travel is unusual. Each star system is mostly isolated from its neighbors.

Quote
Rimworlds - Distant and isolated planets lacking in strong central government and low in population density. These places tend to hover around the industrial level of technology or lower. Because they�re not homogenized by a central government, they tend to see a lot of interaction between people of different technology levels, as travelers crashland or ancient closed valut communities open up.

:)

which begs the question....... where do these traders come from...

I think they are all based on the current planet and fly around trading.. but thats just what i think....

That or they are from the same solar system...... but it wouldn't be much of a rimworld if the entire star system was populated....
#150
General Discussion / Re: Merging logs and planks
June 07, 2014, 12:35:22 PM
Quote from: Tynan on June 07, 2014, 12:16:29 PM
Yeah, I've looked at it and basically some people like the simplicity of one resource, while others want the depth of several. I think both are correct. The reason I'm merging them is because the design isn't ready to smoothly handle such an increased number of resources without becoming clunky with duplicated structures, confusing interfaces and seemingly-redundant economic paths.

When, in future, we can write more code to handle things like being able to build one thing out of several optional resources, I think this will come back. But on review I think the design is a bit immature to be able to do this now.

what was broken on animal insanity waves?