Yeah, it likely won't be anytime soon, as fortunate/unfortunate as some believe.
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#181
General Discussion / Re: Steam release when game goes into alpha 9?
February 08, 2015, 08:57:46 PM #182
General Discussion / Re: Generated Map Not Loading Visual
February 08, 2015, 02:40:35 PM
Installed any new mods recently?
I know, obvious questions, but gotta have a baseline. If it worked before and nothing's change, I'm not quite sure why it'd suddenly stop working. :/
I know, obvious questions, but gotta have a baseline. If it worked before and nothing's change, I'm not quite sure why it'd suddenly stop working. :/
#183
General Discussion / Re: Generated Map Not Loading Visual
February 08, 2015, 01:11:52 PM
Weird, hadn't seen that one before. o.O
#184
General Discussion / Re: Endless play thoughts?
February 07, 2015, 08:03:51 PMQuote from: Morlow on February 07, 2015, 07:10:41 PMFrom some of the screenshots I've seen, I believe they continue growing. I've seen absolute hordes before - to the point that I'm impressed that it didn't crash the game.
Do the AI attacks get larger and larger forever or is there a maximum size that they can reach?
#185
General Discussion / Re: Torso and bad back ... Operations available ?
February 06, 2015, 06:33:08 PM
In the core files, no. As far as I'm aware, there aren't any mods for it either. I think the majority of operation mods focus on the brain, as it can make them a vegetable.
#186
General Discussion / Re: Endless play thoughts?
February 06, 2015, 06:32:10 PMQuote from: CheeseGromit on February 06, 2015, 06:27:07 PM
I still really like the idea of lauching your ship and having it land somewhere else, effectively starting again but with your existing colonists. It doesn't maintain your colony but I'm more interested in the colonists from a game longevity perspective.
This is my stance as well.
It's possible to replicate it, of course, using Edb's Prepare Carefully mod... but to do it time and time again by manually adjusting the figures would get tiresome.
#187
General Discussion / Re: What things mentioned in the kickstarter do you want to see the most in A10?
February 05, 2015, 11:13:11 PMQuote from: Eleazar on February 05, 2015, 10:51:23 PMQuote from: Dive on February 05, 2015, 09:04:11 PM
So, in Rimworld universe ships can't fly faster than light because it's physically impossible.. but we have gods. Am I the only one who sees a bit of contradiction here? Am I missing something? Maybe the word god in this context is used as a metaphor for a mighty, but not supernatural creature?
I don't know what Tynan means, but gods by definition are supernatural beings and might not be measurable, detectable or be limited by natural laws i.e. physics.
However fast travel by mortals has no way to escape the laws of physics, and the speed of light -- at least so far as we know.
It sounded like Dive was prodding for a religious debate (whether it was intentionally meant to sound like that or not).
Thank you - sincerely - for not turning it into that.
#188
General Discussion / Re: What things mentioned in the kickstarter do you want to see the most in A10?
February 05, 2015, 07:49:19 PM
Relations - between colonists and between factions.
I'd like to see them moddable (at least, relationships between between colonists), as I do look at the game from a roleplaying aspect (aside from testing, I begin every game EdB's Prepare Carefully).
Faction relations could bring in interesting events, as well - colonies could request help from us; they could be chased through our territory by pirates or mechanoids, allowing us to help (I believe one of Minami's events had something similar happen, where a bounty hunter chased someone and, by helping the someone, they left silver as payment). Maybe even add an event where we can send colonists to help (it would send the colonists off the map, with a small amount of risk involved - death, injuries, etc.) for a significant boost in relations.
I'd like to see them moddable (at least, relationships between between colonists), as I do look at the game from a roleplaying aspect (aside from testing, I begin every game EdB's Prepare Carefully).
Faction relations could bring in interesting events, as well - colonies could request help from us; they could be chased through our territory by pirates or mechanoids, allowing us to help (I believe one of Minami's events had something similar happen, where a bounty hunter chased someone and, by helping the someone, they left silver as payment). Maybe even add an event where we can send colonists to help (it would send the colonists off the map, with a small amount of risk involved - death, injuries, etc.) for a significant boost in relations.
#189
Outdated / Re: [MOD](Alpha 8) Prison Improvements
February 05, 2015, 02:04:19 AM
This is great!
Looking forward to seeing what else you bring to the table.
Looking forward to seeing what else you bring to the table.
#190
General Discussion / Re: RimWorld change log
February 04, 2015, 10:18:25 PM
Tynan... this may seem like an odd thing to be thankful for, but I really do appreciate that you focus a lot of time on bugfixing. I don't feel like many indie devs do that; they throw out the update, wait for the onslaught of bug reports, and then hotfix the immediate needs and patch the rest later.
I know it's impossible for you to catch everything, but I do appreciate that you put so much effort into it.
I know it's impossible for you to catch everything, but I do appreciate that you put so much effort into it.
#191
General Discussion / Re: Anyone know a better way to protect power lines from lightning?
February 04, 2015, 07:29:04 PMQuote from: PhenomTaker on February 04, 2015, 02:49:40 PM
I don't know how big your map is or how long the lines are, but if you got some metal try multiple lines, like one or two backup lines. Maybe connect them in between like a little network, so there is always a way that leads to rome (your home).
Otherwise get a lot of stone and make a stone wall around the line.
This is actually what I do for my entire grid, just to doubly ensure that I don't lose power due to a storm or attack. It's pretty effective, for sure.
#192
General Discussion / Re: Call for public testers!
February 04, 2015, 07:26:58 PMQuote from: Oasis on February 04, 2015, 07:23:56 PM
Updated my e-mail as well. Bought it through paypal with my personal and set my forum e-mail to my gaming address. Sorry about that, should have figured that's how you were going to check.
I used my spam filter email when signing up, as I never expected to get anything sent through it. Not sure if I used personal or professional email, though, so it still might not be the right one. 50/50 shot, though - it has to be one of them. xD
#193
General Discussion / Re: Call for public testers!
February 04, 2015, 07:05:53 PM
/doh Apologies, had the wrong email listed. Should be fixed now.
#194
Outdated / Re: [MOD] (Alpha 8) EMP pistol
February 04, 2015, 12:53:41 PM
You said that they quickly become immune... how so?
#195
Outdated / Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
February 04, 2015, 12:52:29 PMQuote from: Oxidus on February 04, 2015, 11:38:33 AMQuote from: TheSilencedScream on February 04, 2015, 12:00:43 AMI said before , he can quit no one will care,someone will steal his work under someone elses name and his hard work and that things as you said will come useless and someone else gets profit.I saw it happen already and so many times people didnt care,if they had their precious mod updated no one cared about author.Quote from: Oxidus on February 01, 2015, 07:34:18 AM
He already started moding it,someone else take overs.Its not really hard taking this mod away and share it as it was yours.He can quit but someone else will take over.
I'm so sick of ungrateful people.
If you're not happy with the way he's handling his zombie mod, why don't you make one?
It's his. He did it for free, in his spare time, amongst work/school, relationships, down time, and sleep - and he did a really good at it, all the while being mature enough to handle your antics.
Until you're able to show such sacrifice on your part - and I'm talking about modding here, as you've already demonstrated your own lack of maturity - why don't you show a little more appreciation for someone who's actually done work and stop acting like a spoiled little brat?
Then let someone steal it.
Regardless, your pestering will not make any of it happen any sooner.
