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Messages - StorymasterQ

#1951
Quote from: Tynan on April 15, 2014, 07:32:37 PM
Wow, thank you for figuring this out!

Oh, great, the actual developer is learning from the modding community :D You really ought to employ these people, Tynan!
#1952
Outdated / Re: [Mod] (Alpha 3) Railgun Superweapon
April 15, 2014, 02:22:16 AM
Will it require a special hopper that only accepts boomrat corpse? Or...live boomrats?
#1953
Unfinished / Re: [WIP] Alpha 3(v409) - Cats!
April 15, 2014, 02:21:05 AM
During an otherwise normal foggy thunderstorm, a new storyteller event: It's raining cats and dogs! Suddenly they spawn on the map and start adopting colonists. Or muffalos.
#1954
Bugs / Re: [0.3.408] prisoner escaping broken save.
April 15, 2014, 12:07:21 AM
So, Tynan, you're saying it's never good to drop anything in any sort of portal between realms and that this rule does not exclude prisoners at doors between jail and the outside world.
#1955
Translations / Re: Notes on doing translations
April 14, 2014, 10:44:54 PM
Quote from: confusedwings on April 14, 2014, 10:54:51 AM
I got the game now! Somebody on this forum sende me a PM and after some talking he gave me the money on my new paypall account.

The things people do for their beloved game! Happy for you, CW!
#1956
I didn't even think it could be targeted :p I guess it's a safe way of thinking in the RimWorld universe. Unknowns are target practice :D
#1957
Unfinished / Re: [WIP] Alpha 3(v409) - Cats!
April 14, 2014, 10:15:51 PM
Wouldn't it be awesome if some vat-grown soldier assassin who can only kill, kill, kill, be a cat lover? Can you imagine a big burly man with multiple scars cooing a cat? Also, xkcd.
#1958
General Discussion / Re: MUSIC
April 14, 2014, 09:40:08 PM
Yes, release teh music!
#1959
Quote from: renwold on April 14, 2014, 09:00:39 PM
My take-away, though? Stone firebreaks.

Indeed. I've always done with two lanes of concrete, but I suppose stone would do.
#1960
You're still not remembering Clarke's Third Law. To the colonists, the storyteller is not less than God. It is not to be interacted with, certainly not to entertain the whims and pleads of mere mortals. Case in point, in the programming, moving objects (colonists, raiders, and I think animals too) are called Pawns. They are merely that, pawns. They don't get to appeal anything to the almighty storyteller.

Consider Mother Nature as our own storyteller. No matter how hard you pray to Her, She's not going to dissolve that tornado on your front lawn or discourage those thugs following you at night. Instead, you create technology to cope with whatever She throws at you.
#1961
General Discussion / Re: turret raid spawn increase?
April 14, 2014, 09:11:05 PM
Quote from: Towely_ban on April 14, 2014, 05:41:57 PM
I think automated turrets are actually a bad idea. MG's you have to man seem like a better tactical move. Automated turrets should require an IFF tag system so you have to keep that in mind or risk your turrets gunning down a friendly visitor. ie; turn them off when no raid is happening at the least. (and where are these awesome automatic recievers and belts of ammunition coming from? last I checked a 19th century enfield is the height of my technology upon crash)

Yes. We don't need no ED-209 in Rimworld.
#1962
Stories / Re: Murderous Visitors
April 14, 2014, 09:01:11 PM
"Fancy seeing you behind bars."
"You're not gonna shoot an unarmed man, are you?"
"Yes. Yes, I am."
*BANG*
*Leaves*

Yeah, perhaps captured hostiles should change to neutral in terms of faction hostility.  A few more kinks in the faction system. Well, alpha game is alpha.
#1963
Ideas / Re: Raiders Surrender (or really flee)
April 14, 2014, 08:15:15 PM
Quote from: ITypedThis on April 14, 2014, 07:57:04 PM
Though I think the problem could be fixed simply by making incapacitated pawns immune to gunfire and the like, minus fire and explosions.
Yes, this. It could also be explained in-game, like the chance to hit drops dramatically as the target is prone. I guess the issue is that said chance doesn't change once the bullet leaves the gun, so even incapacitated, a target could be hit.

Another way would be to drastically reduce the speed of wounded Pawns, but I suppose this falls into what Tynan had planned with limb damage.
#1964
Bugs / Re: Cleaning broken in 3e?
April 14, 2014, 03:55:26 AM
I think 3e was a silent release. You use the email you get for the previous release and the link will get you to the latest release.
#1965
Ideas / Re: Lists of Idea
April 14, 2014, 01:31:45 AM
For the animals, I actually think they're a better threat early on than raiders. Animals wouldn't have range weapons, so they can be good early enemies to learn fighting. It could be before that first raider attack (the one with the single raider, guaranteed incapacitation to teach capturing hostiles).