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Messages - Untrustedlife

#151
Ideas / Re: Water
June 07, 2014, 11:55:38 AM
Quote from: Morrigi on June 07, 2014, 11:54:00 AM
Quote from: Untrustedlife on June 07, 2014, 09:13:04 AM
It really isn't that hard to make solar panels, you can make one in your own home, lol, using  a bit of copper.(it wouldnt be very efficient, but still) Im just following the lore our great leader tynan has given us. :P


Instructions:

http://scitoys.com/scitoys/scitoys/echem/echem2.html

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It would be cool to have a tech tree based around water however.... just giving some alternate ideas.

Quote
Of course, we could do the boring thing and require a "floor" consisting of old-fashioned, early 21st-century, wired sensors that plants could grow on, which would then communicate with the sprinkler.

That works too. Most of the op's ideas would be awesome to have.
Heh, 1.6 million m2 for 1,000 watts with that method. You'd have to cover the entire map, assuming that 1 tile is about 1m2.
Yeah its not very efficient lol
#152
Ideas / Re: Your Cheapest Ideas
June 07, 2014, 09:54:12 AM
Quote from: Kian on June 05, 2014, 12:13:58 PM
An alcohol still:

Converts potatoes to vodka
Raises happiness
Lowers productivity
(Future uses of alcohol could include liquid fuel for vehicles / molotov cocktails / backup generators / other industrial applications)


That would be cool too, and maybe once traits have an effect we could have alcoholics who need alcohol to work effectively (like dwarf fortress dwarfs)
#153
Ideas / Re: Your Cheapest Ideas
June 07, 2014, 09:53:15 AM
Quote from: Nasikabatrachus on June 04, 2014, 06:03:58 PM
I feel the game needs a non-electric alternative to cook stoves: a solar flare followed by an eclipse can shut down a colony's food production for a while, as things stand. I suggest that an alternate work table with recipes that consume logs as well as food (i.e. you burn the logs to cook the food, wild idea right?) to create meals be implemented.

I actually made a little mod to do this myself, but apparently pawns don't like it when one of the ingredients in their meal is a log. http://puu.sh/9fiWO/53bce20d73.png


Good idea :)
#154
Ideas / Re: Cold and Warmth
June 07, 2014, 09:51:22 AM
Quote from: OmegaConstruct on June 07, 2014, 12:29:04 AM
I've been thinking for a while that it would be cool if there were seasons, and temperature sensitivity like you're talking would be a necessary part of that. I haven't bothered suggesting it yet because I imagine that it will one day be implemented, but not for some time. We are still in alpha, after all. I do like the idea though, and I'm glad other people are thinking along those lines as well. I like the thought of having to stockpile food and wood to get through the winter, and growing crops for canning and storing. It would certainly add an interesting level of realism, and I can only imagine that it will be a part of the game.

That would be awesome to have
#155
Ideas / Re: Add more RTS elements
June 07, 2014, 09:37:57 AM
Quote from: Morrigi on June 07, 2014, 08:14:27 AM
Quote from: Untrustedlife on June 06, 2014, 11:07:04 PM
Quote from: a89a89 on June 05, 2014, 07:45:17 AM
I donut think these would fit into the game because you suppose to be stranded on a rim world


I agree with you good sir.......

OP, what mods are you using.. you mentioned zombies.
Dropping small to medium-sized prefab buildings shouldn't be much of a stretch, honestly. However, unless a spaceship is coming down and dropping it from near-ground level, I have sincere doubts about it being anywhere approaching cost-effective.

Also, considering the very rude pirates that always seem to find your base, it'd be reasonable to assume that they'd have some kind of AA weapons at their base that could shoot down an approaching cargo shuttle.

So, in my opinion, yes, it would fit. However, I really don't think that traders would be willing to either risk their equipment and crew, or waste their money on gigantic heat shields, parachutes, and landing thrusters.

Oh, and even a very small colony can build, say, a 9x9 out of normal metal walls in less than an in-game day, so again... Not cost-effective.

But why would they? They are pirates who  ( I presume) live on this planet, and traders who are just passing by. Its not like your an actual colony of some imperial power who has enemies/allies who can afford to do this kind of thing to you. You crashed an a pseudo-industrial old-west style world. Where people are still using gunpowder weapons, but have access to some high end technologies....

There is no profit to be made by anyone who does this...so they wouldnt.

(I believe that space-traders will be replaced soon actually, since we are supposed to be on a secluded, far off, rim-world, in a universe that lacks faster-then-light travel)

Unless the traders are constantly "Migrating" so to speak around the world , and making money that way (with their ships) which isn't much of a stretch at all i guess. (Still not cost effective to do prefab stuff though)
#156
Quote from: salt1219 on June 06, 2014, 07:18:20 PM
I found that turrets stopped working for me and I spend way more time managing mental breaks than I did before.

I played alpha 1 a lot, then stopped till alpha 4 came out.  (I like seeing big changes)  now that im playing again, I feel the difficulty spiked.  Also what happened to explosive charges I liked those.

The explosive charges were completely op if you knew how to use them right, so they were taken out for balance reasons.

The game definitely seems more challenging now, but this is a good thing, because in alphas 1-2 you could VERY easily , kill raider armies, just by using blasting charges and a turret killbox, these are FAR less effective now. and you cannot exploit the game as easily. (you can still create a killbox now though if you know how to do it right (which is why sieges are coming next))
#157
General Discussion / Re: POLL: Alpha4e difficulty
June 07, 2014, 09:26:45 AM
Quote from: Nasikabatrachus on June 07, 2014, 08:34:20 AM
When you click on a growing zone, you can set what grows there by clicking on the "growing" tab and then selecting a plant to grow from the button that appears next to the word "plant".


Love your profile pic.
#158
Ideas / Re: Water
June 07, 2014, 09:13:04 AM
It really isn't that hard to make solar panels, you can make one in your own home, lol, using  a bit of copper.(it wouldnt be very efficient, but still) Im just following the lore our great leader tynan has given us. :P


Instructions:

http://scitoys.com/scitoys/scitoys/echem/echem2.html

-------------------------------------------------------------------------------

It would be cool to have a tech tree based around water however.... just giving some alternate ideas.

Quote
Of course, we could do the boring thing and require a "floor" consisting of old-fashioned, early 21st-century, wired sensors that plants could grow on, which would then communicate with the sprinkler.

That works too. Most of the op's ideas would be awesome to have.
#159
General Discussion / Re: What is a Pila?
June 07, 2014, 01:49:00 AM
Quote from: Tynan on June 06, 2014, 02:57:00 PM
They might be a bit much. I'll nerf them down.

the word nerf... it scares me every time i hear it.


Will you be adding melee weapons soon? equip the tribals with stone swords and stuff then.... (alongside the pilum and bow)
#160
General Discussion / Re: POLL: Alpha4e difficulty
June 06, 2014, 11:24:18 PM
Quote from: Garen on June 06, 2014, 12:43:51 PM
I definately agree with what you've said.

ok i've voted really hard died at day 70 due to 7-8 raiders dropping into the colony. even with tribal groups helping, stone walls and a decent supply of weapons, i just coulden't make it. consdering that said raiders didnt have advanced weapons yet and i haven't encountered mechanoids yet. made me vote really hard.

This isnt unfair difficulty but merely unforgiving, and i am thinking in terms for new players as well...
7-8 raiders with simple weapons were able to take you out?

Were your colonist equipped and did you have any turrets?

You just had bad luck, they dropped inside your base...
#161
Quote from: Pulaskimask on June 06, 2014, 07:56:01 PM
Well in alpha 3 the amount of units sent to attack you was determined by your military strength, so not having any turrets but having very well armed colonists was sort of an exploit where you appeared weaker than you were so the game sent smaller raids against you. Now the game attacks you based off the wealth of your colony, so you do need both turrets and colonists to adequately defend. I do agree that the game is too turret focused, and there has been discussion about how to make it less turret focused(adding seige, smarter AI behavior, etc). I'd love to hear any ideas that people have for expanding the combat roles of the colonists and making them more useful and interesting in a fight.

Bam
#162
General Discussion / Re: Tynanpls
June 06, 2014, 11:19:10 PM
You are able to call them to help you during raids....

I hope eventually you could just trade with them.... (I like diplomacy)
#163
Quote from: Notho on June 06, 2014, 08:49:26 PM
Just shoot 'em. :P

Exactly, violence solves everything :P
#164
Ideas / Re: Cold and Warmth
June 06, 2014, 11:15:30 PM
Quote from: johntiger on June 06, 2014, 11:10:41 PM
Add the temperature feature into gameworld so a colonist would feel cold or warm or hot. Need campfires, using logs, as source of warmth. If too cold or too hot for too long, the colonist gets hypothermia or heatstroke, which is equivalent to incapacitation. I suggest categorizing incapacitation so hypothermia is solved by resting next to warm source and heatstroke solved by drinking cold water or in air conditioned room.

When updating this feature in the future, add some extra details like if colonist gets into very hot or very cold zone, the abilities degrades over time until incapacitation.


Im not sure, seems a bit micromanagey....Unless we simplify it

Maybe once he adds biomes.... (so for example we can have a really cold biome or a really hot biome) , so you only have to worry about one at a time (cure for heatstroke is being in an enclosed area) (they cool down) and the fire would be for cold.

Eh
#165
Ideas / Re: Mechanoid Vulnerability - Melee
June 06, 2014, 11:10:27 PM
Quote from: Coenmcj on June 04, 2014, 04:43:30 AM
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Quote
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When fighting mechanoids I've found if you sit in one spot then you're gonna get someone killed, you need to use tactics and move around frequently to minimize your colonist deaths, especially when fighting the inferno cannons
You can also instruct a colonist to punch it to death. I did that and the thing just kept trying to run away while the colonist repeatedly kicked it in the face.
They don't appear to have a melee attack.
That's... A significant vulnerability. PUNCH THE MECHANICAL CENTIPEDE IN THE FACE! PUNCH IT TO DEATH!

Showed up in a general discussion post, and decided to post it to suggestions.
A strong melee or a serious deterrent to stop people from exploiting this vulnerability would be a good idea as mechanoids seem to be the tanks of rimworld, you don't want them being quite that easy to kill via zerg rush do you?

I think of them sort of like mega-beasts from dwarf fortress (but weaker)

hmmmmmm..... I hope he adds more mechanoids, perhaps we could have centipedes AND a melee kind of mechanoid as support?