Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - TheSilencedScream

#286
Ideas / Re: Rimworld as CD for christmas
October 18, 2014, 11:54:33 AM
Yeah... my father-in-law and I built my computer, and I'm STILL not sure if it has a disc drive (on mobile at work right now). I think Fable was the last disc game a purchased... the original release.
#287
General Discussion / Re: Just found this game...
October 17, 2014, 09:05:04 PM
Play 2-3 games, install a few mods, and enjoy an entirely new game. :)

I'd recommend using the middle AI first, then when you're comfortable, try the random AI and hold on tight. It can be brutal. :)
#288
Ideas / Re: a way to do surgery to self/auto-doc bed
October 17, 2014, 07:34:29 PM
I'm okay with an autodoc, but it would need to take some time. After all, woth any normal injuries, it ties up one person completely and a second person about a fifth of a day.

If no autodoc, I'm cool with a person being able to patch themselves up, but there's no "grit your teeth" method to replace a lung, kidney, eye, hand, etc. - that'd be out of the question, in my opinion, as the pain threshold would likely incapacitate you in the first place.
#289
Outdated / Re: [MOD] (Alpha 7) Project Armory (v.2.15)
October 17, 2014, 05:40:02 PM
Love the variety of guns! Would like to see the G36, but there's already two very similar looking models, so I'm happy. :)
#290
Outdated / Re: [MOD] (Alpha 7) Immersive Rim 1.0
October 17, 2014, 05:38:11 PM
Thanks for the head's up, Igabod. I'd bookmarked this at work to check out at home. I'll give it a little more time, I suspect. :)
#291
Ideas / Re: Fungus
October 17, 2014, 02:00:19 PM
Not only make it get in the way, but if possible, make it increase the chance of getting sick, I'd recommend.
#292
/doh, didn't make a bill for it.
#293
Really enjoying this, but wish there was a way to cremate the corpses.
#294
Ideas / Re: Your Cheapest Ideas
October 16, 2014, 12:28:18 PM
Remove or reduce the negative moods for harvesting/selling prisoners that were obtained when they attacked you first.

Realistically, if someone shot at you in attempts to kill you just to take your stuff or to harvest/sell you, I'd imagine you wouldn't show much - if any - remorse in returning the favor.

I'd also imagine that several professions, such as military, would not feel a mood drop from this, having experienced the realities of war.
#295
Cataracts can happen semi-young. Had a 30 year old get them, before ever using this mod. Not sure just how young it can happen, though.
#296
Ideas / Re: RPG + Endless Mode
October 15, 2014, 05:53:09 PM
Thanks for the mod suggestions, I'm definitely going to try them out. I would like to see the ideas incorportated, just because mods tend (not always) to have residual bugs that never get addressed.

Thanks again. :)
#297
Ideas / RPG + Endless Mode
October 15, 2014, 12:56:13 PM
LOVING the game so far, but these are my two primary suggestions:

1.) RPG mechanics - give us points to allocate to the skills, let us set the age and appearance, allow us to pick a weakness and strength, and let us set the background stories The balancing is easy; limit the number of points and for every strength, make us pick a weakness.

Personally, I base my colonists off my friends and myself, so I sit there and re-roll until I get something that satisfies me anyway; why not allow us to set our own story or even build our own challenge in this way?

2.) As I posted in General Discussions (and I'll flesh out here), I'd like an endless game. When your ship leaves and no more colonists are left, have that ship crash again in a completely new area. Keep only the colonists on your last ship (if you had more than one), and only keep the gear on their persons. Throw in a random injury as well.

What this does is allow players who have grown attached to their pawns to keep them, but also have a completely new area to explore and colonize. The main issue now is that, for the end game, you just turtle up and wait to die or ship everyone out to a game over screen. I want to keep playing, but I also want to have a reason to leave the home area, you know?

Any opinions/criticisms are welcome! :)
#298
Ideas / Re: a way to remove bad traits/backgrounds
October 15, 2014, 11:56:55 AM
It definitely needs looking at.

I find it funny that I have colonists who won't haul, but they'll take bodies to the incinerator, they'll take rocks to cut into stone, they'll take scrap metal to be melted down, and then they'll take the resource to my stockpile.

You'll do all that, but you won't carry any berries for me? :(
#299
General Discussion / Plans for after evac?
October 14, 2014, 05:07:21 PM
So got the game this morning and already "beat" it in my first playthrough (although a centipede showed up and was seconds from destroy my ship).

I was wondering if an endless game would be considered; evac with your colonists, crash again in a new area (with injuries, but no casualties) and try again from there (and so on and so forth) until everyone's dead. I know you don't necessarily have to leave, but I'd already run the map dry of resources and researched everything; would've loved to keep going, and start over fresh somewhere else.