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Messages - Untrustedlife

#406
Quote from: Galileus on January 14, 2014, 08:38:04 AM
With save's XML type, it shouldn't be too hard to convert your save. You may loose some resources, but otherwise should be possiblé.

really?
That is handy.
whats with the é
you have a special keyboard?
#407
Ideas / Re: An examine tool/part of UI
January 14, 2014, 10:14:56 AM
Quote from: Semmy on January 14, 2014, 08:17:13 AM
That info actually comes from the traders window info button if i am not mistaking.

It does, how did i never notice that? *facepalm*
I would still like having a description to read of the weapons when you click on them (and of the other things you click on, like the animals, your buildings, furniture)
#408
Ideas / Re: Automated Units.
January 14, 2014, 10:11:58 AM
I hope we get "Robot traders" (a trader that sells robots)
#409
Quote from: Ender on January 13, 2014, 10:18:31 PM
Do we as of yet know of the compatibility, seeing as it seems as though alot will be changed and added. Just wondering what, if any of our saves will carry-over, that will be all.

Saves will definitely not carry over. So much stuff has been added its ridiculous.
also the resource system has completely changed.  I mean completely.
#410
General Discussion / Re: Next update?
January 13, 2014, 10:28:10 PM
Quote from: woolfoma on January 13, 2014, 10:09:21 PM
Are reactors going to be in this update, so it would consume uranium but make like 10000 power :)
that would be neat because then you would need to rely on industrial traders to power your base and such.
also (couldn't help myself  :P ) meltdowns when it breaks, or a story event...

or really any other way of getting power would be nice (it's hard to run 30 turrets on solar :( )
why not use geothermal generators? also meltdown story event :P love it.
#411
General Discussion / Re: Next update?
January 13, 2014, 07:36:39 PM
You just make me more and more excited every time you mention things you are going to add.
#412
Stories / Re: Overwhelming Raid
January 13, 2014, 07:27:47 PM
Read chill callies description
Quote
Really exciting in the end

That sir was your exciting end.

Not a bug.

Chill callie usually ramps up the difficulty by about day 40  (almost instantly, if you had killed them, she would have sent 14 more)
#413
I do like the current system, but I have an idea which you may be able to implement in a better way then I explain it.

I havent thought this through a huge amount yet. But, it makes no sense that you can have a colony of medivel farm oafs. but they all know how to build solar panels.

I suggest limiting the technology of the player by , not only research, but also by tech tech level of colonists somehow.

So for example if you have an entreapanur and 2 medieval people, you should be able to build medieval technology alongside the tech that the entrepreneur has experienced. Or you could "Average" it out by having a number assigned to each tech level (so say, our farmers are at tech level  4 or 5 (medieval) and we have an entrepreneur lets say he is at tech level 8 or 9 (industrial/pre-modern) so you would end up with 4 + 4 + 8 / 3 which averages out to 5.2 (which is medieval/renaissance in this case) (closer to renaissance)

or maybe you could do it by the amount of varying tech levels so if you have 2 medieval people and one industrial age entrepreneur you have 4 + 4 + 8 / (amount of tech levels, in this case, 2 (medieval and industrial)) which= a tech level of 8 which is industrial.

Maybe the differing tech levels would just add more varieties of buildings/furniture you can build instead of limiting?

Either way i think it would be interesting if you took this route.

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

Other idea:
Also, maybe instead of that idea (above) you could start us out at a certain tech level and we could advance beyond it via research.
balance it by starting us out at a lower tech level (you just crashlanded with a bunch of people who may or may not be educated), so it would make sense.
#414
There is a limit.
It is different for each storyteller though (if you want lots of colonists) use phoebe friendly or Randy random.
#415
Ideas / Re: Your Cheapest Ideas
January 13, 2014, 07:00:32 PM
Quote from: Darker on January 13, 2014, 09:25:10 AM
I think thi skill displaying is fine. Try to think if it's not rather the fact, that you're used to see it differently in another game.

I think its fine the way it is right now as-well.
#416
Ideas / Re: Automated Units.
January 13, 2014, 06:54:39 PM
Quote from: Pakislav on January 13, 2014, 12:50:12 PM
ADU's, Automated Defense Units are military robots designed for domestic defense.

Their short battery life puts limit on their effective activity range. When they run out of battery power, they are required to be hauled by colonists to their charging stations connected to the grid where they recharge at a 1000W rate. The charging station is vulnerable to short-circuiting in humid environment and needs to be kept in enclosed space.

-Has to be researched.
-Expensive; lots of metal, lots of space, lots of energy, lots of workforce for construction and repair.
-Use energy at twice their charging speed.
-Attract lightening.
-Their Artificial Grey Matter can short-circuit and cause them to do the opposite of intended function.

Other AUs (Variety increases required space, resources and energy):

ARU's, Automated Repair Units.
Civilian robots designed to repair damaged systems and buildings within the colony.
Much like their military cousins, they hold a limited charge and need to be hauled to recharging stations by colonists when they run out of energy.

ACU's, Automated Cleaning Units.
Their sole purpose is to clean the filth the humans cause.

AHU's, Automated Harvesting Units.
Designed to harvest what humans sow. They gather less food from a plant than a colonist.

Remember tynan has stated our colonists are not "professional colonists"  i doubt any of them could build a robot.and the world we are on is in an strange quasi industrial state, robots are for higher tech level people and people whoa are trained to ONLY BUILD ROBOTS in my opinion.

According to tynan we are in the middle tech level in game.

On the main website:
Quote
Your starting colonists in RimWorld are at a technological level in the middle of this span. But you may end up interacting with people at much lower and higher levels, as well as acquiring and using their tools and weapons. In RimWorld, a single fight can involve a bow and arrow, a revolver, a charged-shot pulse rifle, and a near-magical teleportation device.

Here is the quick primer for backers.
https://docs.google.com/document/d/1pIZyKif0bFbBWten4drrm7kfSSfvBoJPgG9-ywfN8j8/pub

But tynan has also stated that he is interested (especially) in "Machine life" (robots?) Perhaps you could buy them from a rare trader? Getting tech from higher tech level people, IS allowed.





#417
General Discussion / Re: Next update?
January 13, 2014, 06:48:18 PM
armor?
#418
sometimes they do, its just extremely rare I have had colonists instantly join me before.
They even have a special notification.
#419
General Discussion / Re: Next update?
January 13, 2014, 01:47:40 PM
Quote from: Galileus on January 13, 2014, 01:39:07 PM
Quote from: Ozymandias on January 13, 2014, 01:20:40 PM............I said it'd be a good game to study to get an idea of what kind of content to include. I.E. the many varieties of wall types, dozens of pieces of furniture, articles of clothing.

I didn't say he should compete with CtW because it's such a great game. Why is everything a fucking competition in this goddamn culture.

No-one mentioned competing with anyone, so chill out there. Quite the opposite, I said I would like to see quite opposite development process.

And yeah, "more types of walls" is exactly the concept I was speaking off. I would rather see more new features than reskins of reskins - but this is my personal preference.

I believe articles of clothing are in fact on the todo list. (found out from tynans twitter)

Btw Tried chill callie instead of cassandra recently, got to day 43 i believe, it gets very exciting in the end with callie, you know when you die. I still like cassandra better.
#420
Ideas / Re: Got an idea for a Storyteller incident?
January 13, 2014, 01:44:32 PM
Quote from: Pakislav on January 13, 2014, 01:06:38 PM
In combination to Tynans 'Police Drop'.

Police arrive, one of your Colonists is an escaped convict (Criminal past). Either let the Police Arrest him or fight back.

That, in combination with second event; Members of criminal organization can arrive and demand the same, possibly fighting with policemen that happened to come at the same time.

When group reputation will be implemented, this could lead to an interesting story, influencing the player into choosing one of two factions, Law Enforcers or Criminals who are constantly at war.
Apparently the police were a "joke"

so lets put the right lore here shall we.
If this happens they have to be limited to your solar system or planet because, as said earlier ftl travel doesnt exist in the rimworld universe.So they have to stick to pistols and things like that.