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Messages - TheSilencedScream

#16
"What kind of a guy with an AR will just casually continuing to walk and carrying -insert object- as someone shoots him?"
#17
Quote from: Shipwrecked_and_Comatosed on September 04, 2015, 07:14:36 AM
I'd be really curious how many copies of Rimworld have sold to date, and how much profit Ludeon has made from it :) I'm really not sure how many other players there are! The forums have 34,200 members and so I have to assume each one of those have likely bought the game, with probably a decent amount more who have just never bothered to register here...

Many on the forums have exposed themselves as pirates - either outright or accidentally. It's also, technically, considered piracy if your friend allowed you to use one of their downloads.

Adding that, I'd imagine the count to be a little lower.

Anyway, yeah - Steam will skyrocket the sales (and, thankfully, allow for updates without having to re-download every. single. time.), but Tynan decided to hold off until he comes back from his time off. Makes sense, honestly - it'd be taken poorly if he released it on Steam then proceeded to not support it for several months.
#18
General Discussion / Re: Dead Bodies to Bones.... Removal?
September 04, 2015, 04:03:18 PM
Quote from: Lady Wolf on September 04, 2015, 03:47:35 PM
Quote from: _alphaBeta_ on September 04, 2015, 03:30:37 PM

I'm not near the game at present, but once you have the corpse bill set up, there may be a check box for "allow rotten" where you select the kinds of corpses that can be burned. Your current bill may be disallowing rotten corpses if this box isn't checked.

Be careful with this however, since they will burn all animal corpses, even those that aren't rotten, which can clean out your food supply in a hurry if you're not careful.

An easy work around for this is once you have the bill made, up top in the same window is a little slider bar, adjust the right most slider piece of the bar so the hp range reads 0-98%, since the majority of non rotten carcasses have 100% hit points (unless killed by fire or explosives) they'll only burn the rotten animal ones and leave the fresh animal corpses alone.

Really what the game needs is a option at the crematorium for "only rotten" so make this less of a hassle.

Is this new with A12? Because I've -never- had them burn an animal corpse in any previous version, and I run the crematorium 24/7 with a "forever" bill.
#19
Ideas / Re: Let's talk about Zlevels
September 01, 2015, 06:13:04 PM
Would allow for some interesting things, I'll admit, but given the overhaul that would be needed, I'd rather see the focus put on to more content instead.
#20
General Discussion / Re: Incapable of Caring
August 31, 2015, 06:20:26 PM
Ha! Never thought of that.

Only ever really paid attention to the people who can't haul... but then proceed to drag items to crafting/cooking stations. /doh
#21
Outdated / Re: [A12] Right Tool For The Job (v1.14)
August 31, 2015, 09:36:58 AM
Quote from: Topper on August 31, 2015, 03:33:25 AM
is the sledgehammer compatible with the romance mod?

Best quote I've seen in a while. Thank you.
#22
Quote from: postm00v on August 31, 2015, 08:17:20 AM
Quote from: strata8 on August 31, 2015, 04:35:04 AM
I wonder if a Kickstarter is even necessary. They've sold 75k+ copies already, and that's been enough to fund development up to this point and even further. A Steam release would boost sales dramatically - Prison Architect has sold over 1 million copies for example, and even Gnomoria (which I've always thought looked a bit unappealing) has managed to sell over 200k.

I could not agree more. This game is so unique, I'm positive it will appeal to a larger audience. Launching RimWorld on Steam will skyrocket its reputation and bring in tons of new players.

This is known. The only reason it hasn't been released yet is that Tynan's about to go on hiatus for a few months, and he didn't want to release it to Steam (as Early Access) and then cause people to think that the game had been abandoned because he's taking a break. The lack of any updates in the first few weeks would cause the reviews to plummet, since most people already have negative expectations of Steam's EA anyway.

Point aside, the poll's asking if you, personally, would put more money towards seeing more development out of the game. We all know that the sales will jump considerably once it hits Steam, but it's a question of how much more we'd put into the game to see more out of it (since Tynan's stated multiple times that he believes the game to be at a finished state already).
#23
General Discussion / Re: Patching the game?
August 31, 2015, 03:21:48 AM
Until it's released on Steam, you'll just have to bookmark and re-download for each patch (at your leisure, of course).
Usually, I wait until we've been on a certain letter (usually B or C) for a while, collect all of the mods I want that have updated to that, and then stick with it until the next Alpha.
#24
I'd definitely put another $10-15 towards the game for a extended development cycle, as long as Tynan was on board with it. I wouldn't consider this offer unless he was involved, as I've come to trust him as a developer - something that's really damn hard to do these days.

I've been thoroughly impressed when looking from what was advertised in the Kickstarter and what's been delivered; I've said in the past that I'm disappointed that he views the game as pretty much being in a complete state, but that disappointment comes from me wanting more - because this is a game that I've thoroughly enjoyed (despite the uncomfortably high number of hours I've put into it).

So yeah, if Tynan were still on board and could ensure the integrity of the project, take my money. Please.
#25
General Discussion / Re: The Midas experiment
August 28, 2015, 02:40:16 PM
http://i.imgur.com/CVpPMJZ.jpg

And in this image, after the children are born, we see Midas lock himself away with all the liquor.


I didn't realize how realistic some parts of this game were.
#26
Quote from: DarknessEyes on August 28, 2015, 01:14:06 PM
Quote from: userfredle on August 27, 2015, 07:54:11 PM
Idk if anyone has said this yet, but you guys need to learn how the priorities function, from left to right, the pawns will consider a skill more important than a similar skill of the same number, for instance, a doctor with 1 will always heal first, even if his patient is at 1, this allows for the 4 numbers to spread out immensely, you SHOULD NOT need a higher priority than 3 on any colonist at any given time with how innumerous the skills are and the genius way theyre laid out in the overview.

So use your numbers to their fullest extent, you DONT need to set a skill a different number just cuz you want them to do it after another one.

I want recearch, clean, hauling, crafting, art, hunting and then cooking. How do u prioritize it?

This is a management game, it's not meant to be fully autonomous.
For that, I'd recommend priority 1 on research and lower priorities on all others; when it finished, lower the priority on research and raise it on cleaning - so on and so forth.

This IS a micromanaging game: if your colonists get attacked, you manually have to set them to fight back; if you want those crops harvested NOW, you have to manually select someone to do so; if your doctor is needed but want to sleep, you have to override him.

You're asking for a major change in an already functional system; to have a number for everything would cause the ascending/descending portion to become obsolete. Your idea isn't stupid, I understand that it would work. However, using developmental time to change it would put other content/features on hold for longer for a system that's fully functional as is.

We've only got Tynan for as long as he's willing to put up with us (he's already having to take a sabbatical), and I don't want that time wasted on streamlining something that already works.
#27
I can't speak for what Tynan thinks - he'd have to comment on it himself - but if he DID ever incorporate a UI like EdB's, it'd make sense to wait til the end, given all of the tweaks that would need to be made with each new Alpha.

If he incorporated it now, it'd likely add a few days' worth of work for EACH Alpha, I'd imagine; saving it for the very end would mean not needing to adjust EVERY time, as opposed to the one.
#28
I have to agree with Zombie - his method is how I utilize the manual priority numbering.

I typically have the Firefight, Patient, and Flick all designated as "1" for everyone, then - based on their highest skill - I designate that skill as a "1" as well. I then designate "2" "3" and "4" based off their next highest skills and my needs for the colony. Going about it this way rarely leaves me with any issue.

EDIT: And this is a running thing. Micromanaging does require actual management; I change the numbering around as needed. It isn't effective at all in any possibility that comes to mind where you simply tag it at the start and then never touch it again.
#29
Quote from: Tynan on August 26, 2015, 03:35:29 PM
I'm surprised so many people found it directly through Kickstarter.

Are you guys really just cruising Kickstarter, looking for things to back?

I do while at work and it's slow, yes.
I found Rimworld before Kickstarter, however; but I do look back now at completed Kickstarters (ones that happened well before my time) just to compare their goals to what was delivered and seeing how it left their backers feeling. I'm actually looking into getting Divinity: Original Sin just because of how quickly their Kickstarter sequel met its funding (12 hours) - clearly a lot of people were impressed with them.
#30
Yeah, until there's an auto-update service like Steam, every update will require a new, full download.