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Messages - Aarkreinsil

#46
Ideas / Re: Land Buggy
April 18, 2016, 09:38:27 AM
How abouuut...
Rideable muffalos and warg riders?
#47
Ideas / Re: forced population cap and storytellers
April 18, 2016, 09:36:25 AM
DF handled it nicely, in that your population cap actually influences the difficulty that way.

Like you need at least 10 or so dwarves to get a proper raid thrown at you
25 for sieges
50 for titan/megabeast attacks

That kind of thing.
Maybe as soon as you get to 20 people you can have a serious outbreak of the plague, with 90% of your population getting sick all of a sudden. Now that we have social fights, there is even more of a chance that things get ugly when you have a lot of people with conflicting traits. There are a lot of possibilities with this.
#48
If it has an extremely high chance of causing food poisoning, it should be alright.
But you'll be missing out on all the leather ._.
#49
Ideas / Re: Daze Protection/Daze Rescuing
April 18, 2016, 09:28:14 AM
Technically you can just punch them till they drop, then rescue them xD
#50
Ideas / Re: Rebalancing trader frequency
April 18, 2016, 09:26:51 AM
I think it would be better if traders would work like in DF.
So every season at a fixed date you get a trade caravan from one of your allies, asking what type of caravan or what kind of goods you'd like to receive next time (with a bigger price markup of course).

It's just a lot of RNG and nothing that you can plan in. In other DF-style games you can actually focus on producing things for trade, then just buy the stuff you need from the regularly scheduled traders.
In Rimworld it can be a liability to produce lots of stuff for trade, because say you're in dire need of plasteel, gold or components and the only thing you get are tribal traders that carry human meat and herbal medicine for years on end, and your money is completely useless.

At times I'm sitting on 10.000+ silver because of this.
#51
General Discussion / Re: Toxic Fallout
April 18, 2016, 04:57:46 AM
Quote from: Jorlem on April 17, 2016, 10:02:00 PM
I wouldn't mind fallout if the plants grew back.  After the first fallout, everything but the edge of the map is a barren wasteland, and all the animals congregate around those edges for food, so hunting takes much longer.

It also looks really ugly, and makes almost all the biomes look the same.

This can also happen over time with flashstorms and boomrats, in that most of the map just burns to a crisp and turns into a scorched earth desert.
#52
Releases / Re: [A13] Glitter Tech v1.0
April 18, 2016, 04:55:25 AM
Oh here we go, another thing that might end up in my "Mandatory Mod" list xD
#53
General Discussion / Re: Kibble - Is it worth it?
April 17, 2016, 03:09:25 PM
When there's snow, animals won't be able to eat the grass apparently.
#54
Quote from: Kluge on April 17, 2016, 09:05:06 AM
Would probably be more believable and intuitive if the social debuff were scaled way back and it becomes a significant mood issue for the affected colonist. I was kind of surprised ugly people don't seem to have any self-esteem issues even though everyone explicitly dislikes them for being so damn ugly.

Father +20
Ugly -30

Nuff said xD
#55
Ideas / Re: Variance in races/species?
April 17, 2016, 09:02:33 AM
Rimworld lore encompasses "Talking dogs" of some sort, what with all the bioengineering and AI tech.

I'd love to see either genetically engineered critters that could actually form tribes and trade with you etc. 
Maybe something like the bugs that pop up in mountains now. The only thing they would offer you would be some kind of royal jelly or other product specific to their race, and the only thing they'd accept in return would be stuff like food or some other knicknack that they really love but can't produce themselves (booze, maybe?). Their products could be some kind of super powerful medicine or drug, or even just really tasty, just like the insect jelly is supposed to be.

Or combine that with AI, like having a raccoon with an artificial brain that would be sentient and could craft really elaborate stuff with it's little paws, something like that.
#56
I immediately set all of my colonists to not get any medicine. Even for injuries, there will be no medicine. For asthma treatments and the like? Hell naw.

Only when they get an infection or the plague will I allow them to get medicine, and force them to stay in bed all the time for the 10% immunity buff.
A little hint, though, you can permanently cure asthma by ripping the lungs out of one of your prisoners and transplanting them to the asthmatic dude.
#57
EPOE allows you to transplant ears, noses, eyes and jaws. It also has hand and foot replacements ranging from hook hands and wooden feet up to bionic stuff.
We urgently need things like that in the base game, because right now if someone loses a hand, you need to TAKE OFF HIS ENTIRE ARM, giving him and everyone else in the colony a huge mood debuff for "Harvesting a colonists body part".

Then you have to re-install that arm and voilá, it has a new hand. Or you can take the arm off of a prisoner or whatevs, but you will always get the mood debuff.

#58
Eye scars from non-penetrative injuries like bruises are a bit weird anyway. You usually get a black-eye and that's it.
They would have to deliberately gouge out each other's eyes in order to cause this kind of injury.

The amount of eye injuries you get with social fights and berserk people punching one another is just too high that way. By that logic every little bar fight that ends you with a black eye would leave you blinded for good.

Of course with any injury that causes bleeding (stabs, bullet wounds, animal bites etc.) it makes sense.
#59
General Discussion / Re: Cyborg?
April 17, 2016, 08:33:54 AM
Besides the combat stuff, they also make for good surgeons. Even a mediocre-skilled cyborg dude will probably have a 101%+ chance of success with surgeries and will be able to give good treatments without medicine, since medicine needs sight and manipulation, just like the shooting skill.

Technically you can replace ANY bodypart with bionics, and if there's a hard cap, I haven't found it yet.
It can get pretty dangerous when they go berserk, since bionic arms punch ridiculously hard. I think it was around 10 base damage for a bionic arm punch.

If you wanna go for extreme shooting accuracy, you just have to give them bionic eyes and maybe bionic arms. Makes for really good snipers.

Since I always play with the EPOE mod, I don't actually know if vanilla has bionic internal organs, but technically you could also replace their kidneys with a bionically enhanced variant, thus making it easier for them to develop immunities against diseases, that sort of thing.
Now I think the downside of bionics is, that they're supposed not to heal on their own, so if a bionic arm gets damaged you have to repair it since it won't heal naturally. Afaik that's not implemented yet, but other than that and the "Prostophobe" trait, cybernetic upgrades are always a significant advantage.
#60
How about brain transplants? Putting the brain of a colonist into the body of a Thrumbo.

I just read through the lore thingy for Rimworld that Tynan wrote up before the Kickstarter, and it mentioned that genetics and bioengineering in Rimworld is supposedly far enough to create "Talking dogs", so it's not too far off xD