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Messages - Dr. Z

#16
Ideas / Re: making factions regional
June 01, 2017, 05:07:40 PM
+1

If you consider the effort to survive with only one colony, think of what it would take to have a planet spanning empire which the factions essentially are, even the most underdeveloped apocalyptic survivors.
#17
You could forbid these locations for colonization, or create hazards that prevent you from using the map again. Funnily, back when world generation was a new thing, the planets where actually created separate from colonies so you could start on the same world again after a game over. I always wondered why that was changed.
#18
Ideas / Re: Finding psychic wave machines
May 31, 2017, 04:41:08 PM
Not sure what you mean. If you mean the machine itself, it would of course be permanently in one place. I imagine a huge building or even a complex consisting of several buildings, build by an ancient civilization to send psychic waves across the whole planet, not like a device which you drop down.

In case you mean the target of the wave, you could just position your attack force right outside the target area and use the wave as support, or let the outpost destroy itself with a massive wave.
#19
Ideas / Factions interact with crypts
May 30, 2017, 02:33:29 PM
So you have these ancient cryosleep crypts present on your map. I imagine that with all the secrets and power they hold, they would attract people from other factions too, so here are some ideas what they could send people to do once you opened a crypt on your map, but haven't cracked the cryopods yet:

Outlander:
- Scientists would be send to investigate them and possibly gain valuable research data. Dependent on the skill of the scientists, these could either lead to new discoveries which the faction might share with or reward you for, if you have a good stand with them, or to an accidental opening, releasing whatever lies asleep inside.
- Scared cities in your vicinity could also send a bunch of workers sealing the crypt again, followed by an armed force to defend it so you don't open it again, possibly endangering you and them.

Tribals:
-  A shaman would be send to perform a sealing ritual, which wouldn't actually do anything if it succeeds, but upon failure anger an ancient god or god-like being which would then unleash a massive thunderstorm or snow in the summer or any other crazy apocalyptic weather on your map you'd then have to deal with.
- Very brave tribals could also physically seal the crypt just like the outlanders do.

Pirates:
- Pirates are very stupid so if they hear about an ancient crypt, they would probably just plunder it, opening the cryopods themselves without even thinking about the danger it could provide.
- More vicious pirate groups could also set up a siege camp near one of these crypts (if sieges are still a thing in this game, haven't seen one in ages), and then open the cryopods when you attack them, trying to utilize whatever they hold as a weapon against you.
#20
Ideas / Finding psychic wave machines
May 30, 2017, 02:06:58 PM
Whenever a psychic wave event is triggered, it says something about a "distant machine" that causes it. Now that we have the world map and the site system, why not make these things present on the planet? Of course these wouldn't just be marked on your map. Here are some suggestions on how you could find them:

1. They could spawn next to some kind of remarkable terrain. My current planet generated a small valley surrounded by impassable mountains. A lonely island could also be suited for that. You could then form a caravan and investigate these places.
2. When a psychic wave event is triggered, it could give you some suggestion of the direction it's originating from.
3. If you have a really high standing or complete an important quest for a faction, they could give you the location of such a device, but that should be the exception.

Once found you could then use them and target your allies or enemies with it, at a substantial resource cost of course, giving you the opportunity to improve your relation with friendly factions and make enemy camps tear themselves apart in psychotic rage. Control of the intensity and exact effect of the machine could be research opportunities.
However, you are not the only ones searching for these things so you would have to defend them against enemy attacks or may find them already occupied by another faction. All in all I would say this could make for some interesting late game content and give the players the opportunity to engage in some larger scale planetary campaigns and tactics.
#21
QuoteAll pawns now have "head butt" attacks they can use if they're missing all other attacking body parts.

If anyone ever asks you whats RimWorld like, just tell them this was necessary.
#22
Why is there only one comment on each of the last three blog posts, always in some weird language?
#23
I just saw that RimWorld made it into the Top 100 steam sellers this year, "measured by gross revenue", so this isn't counting all the pre-steam players who activated their key, but only the people who actually bought it on steam itself. This is an outstanding achievement for an indie game to be on par with highly anticipated games like Mafia III and Dishonored.
#24
General Discussion / Why split human and animal zones?
September 01, 2016, 06:24:06 PM
Is there any reason why humans and animals cant share the same zones besides home zone? Because it's really annoying not being able to set your pet to a certain zone your pawns are set to and to manage every zone like indoor or safe zone twice.
#25
I just want to express my happiness about the fact that we can finally say that everyone gets a steam key and people stop making new threads about it cluttering the general discussions.
#26
Mod bugs / Re: Colonists refusing to work
June 01, 2016, 01:13:01 PM
They're all Alpha 13 latest version.
Put CCL tweaks second, no change.
Reordered to what I used to create the world, no change.
Made new world with CCL tweaks second and my original load order (which is Amulets, Caveworld and Darkness at the bottom in this order), no change.
Made new world with CCL tweaks second and otherwise loaded as stated above, now everybody refuses to work -.-

I will read more thoroughly through the mod descriptions when I find the time for it, but I didn't read anything about incompatibilities or known bugs of that kind while I ran over them.
#27
Mod bugs / Colonists refusing to work
June 01, 2016, 07:25:31 AM
Two of my three starting colonists just refuse to do any work. No weather what I set up on the time table or which jobs are activated. I can't even force them to do something by right-clicking on a blueprint. There's no menu popping up at all. The third colonist works just fine so I wonder what could lead to that sort of behavior. I will post my mod list below. If anyone knows which mods could cause this, I would be very thankful.

<activeMods>
    <li>Core</li>
    <li>Community Core Library</li>
    <li>EdBModOrder</li>
    <li>Ancient Amulets v1.21</li>
    <li>CaveworldFlora</li>
    <li>Community Core Library - Vanilla Tweaks</li>
    <li>Craftable Medicines</li>
    <li>DarknessRevampSB</li>
    <li>ED-MoreVanillaTurrets</li>
    <li>EdBColonistBar</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>HaulPriorityLite</li>
    <li>LT_DoorMat</li>
    <li>LT_NoCleaningPlease</li>
    <li>Modular Tables</li>
    <li>Pawn State Icons</li>
    <li>RTFTJ</li>
    <li>Stonecutting Tweak</li>
    <li>VeinMiner</li>
  </activeMods>

I also remember changing the load order after creating the world so it's nice and alphabetical. But afaik the load order shouldn't matter with this mods except CCL.
#28
On the first page it says something about separate downloads but there don't seem to be any. Could you please add a gun sounds only version because I want to stick with vanilla weapons for now and the gun sounds mod is one of the best I've ever played with.
#29
Mods / Bring back realistic gun sounds
May 31, 2016, 04:20:29 PM
This is a call to the creator of the realistic gun sounds mod, one of the best mods I've ever used, and now it's completely  gone. I would really like for this to be uploaded again.
#30
It's not that bad with nutrient resynthesis. It was only useful when meals would cost ten units, because it actually lowered it to five, but the step from six to five was not really necessary. But it's sad that the other two are gone, and why should the manual targeting be exploitable?