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Topics - dakenho

#1
Ideas / player orbital trade ships
February 24, 2017, 05:03:21 PM
with caravans and global trade being a thing I would like to see a player built trade ship be a thing.  It can work off the same ship mechanic that is used now but allows players to trade over vast areas of the planet.  Cargo/Trade pods could be used to limit/balance it but would make for a great mega project
#2
General Discussion / Rim World Challenges
February 24, 2017, 05:01:51 PM
I thought it might be fun to create a thread where people can discuss the various, self imposed challenges they have put on them self's and maybe give other players some neat ideas.

  • The Ice Shelf Challenge - default start but on an ice shelf area
  • Extreme desert challenge - same as ice shelf but with the extreme desert biome
[li]luciferium addiction Challenge - your colonists are addicted to luciferium (on purpose) (start with 20-30 luciferium)
[/li][/list]

post your self imposed challenges and and maybe we can get some fun youtube streams going
#3
Ideas / Performence patch
February 20, 2017, 10:12:55 PM
I think its time this game had a performance patch, on larger towns of 12-18 people the simulation starts slowing down, additionally there is a frame rate drop on the world map when zoomed out too much.
#4
General Discussion / Caravan Help
February 20, 2017, 10:07:47 PM
I am having problems with my caravan, being that I cant seem to get the medicine off my muffalo to help treat my people, does any one know if its possible to manage the caravan items?
#5
Ideas / more info on factions on world map
February 19, 2017, 11:35:15 AM
there should be more information about factions on the world map, if i click on a settlement there should be a bit of text that shows my current standing with that faction
#6
Ideas / get rid of auto join colonists
February 18, 2017, 10:15:00 PM
please, please, please, get rid of auto join colonists, Had a can were i got hosed by to many people joining due to limited food production, anytime any one wants to join the colony there should be a pop with accept or deny, there should also be a dismiss option to kick people out.
#7
Ideas / more planet charecter/animals
February 14, 2017, 11:14:14 PM
one of the things i would like to see is more character to the planet, an easy way to do this could be regular astronomical events, ie comets, meteor showers, hurricanes, things that can happen in regular, predictable seasons.   Another easy option would be to ad a migratory animal, the rare thunder thing is a nice touch but what about a large herd of penguins (or alpha beavers) that have a set migration time/path,  for something like penguins they could migrate to the far north every year to lay their eggs(which players could raid) (this would be a great food source for those who choose the ice shelf challenge as well), this means the animals will not be seen in certain areas during certain times of the year but will be seen in large quantities in other areas.  This behavioral pattern can impact other things, for instance maybe muffalo are highly aggressive between late spring and early summer during their rut.
#8
well the subject says it all
for some reason some folks I had captured who were secure in my holding room were murdered for no reason when "friendlies" arrived to help me.  (prisoners were not berserk), oddly this happen twice with one set of prisoners who had a low chance to join.
#9
Ideas / worg improvments
June 26, 2015, 04:56:33 PM
worgs should eat colonists, not just wound them and leave them alone.
#10
Ideas / ammount of daylight
April 30, 2015, 03:13:24 PM
adjust amount of daylight based on location on planet /time of year.
perhaps adjusting daylight on planet gen too (year/season length???)
worlds with multiple stars/moons.
#11
Ideas / granulating manufacturing
April 21, 2015, 02:03:15 PM
Manufacturing menus really need an upgrade
first of is the fact that really only one thing can be produced at a time with out moving things up and down in the menu, what if you want to make two different items and only have one person who can craft stuff? you have to go through the menu and alternate,    a check box to allow players to build even amounts of items so that my colonists can have both pants and hats would be nice.
secondly manufacturing really needs to be separated
brewing, cooking, and butchering should really be separated, often times i hunt in large spurts and want everything butchered first and its annoying that your cook is spending all his time making beer and you run out of food, a simple solution would be to allow production priority much in the way you can set job priority.
#12
Ideas / player control over difficulty
April 21, 2015, 01:53:10 PM
now that difficulty has stretched to many different aspects of the game why not allow players more granular control over it? a few sliders with various options such as growth or yield amounts, siege sizes/difficulty.
#13
Ideas / balencing heating/cooling
December 30, 2014, 12:11:05 PM
so I love the the new heating and cooling requirements but have found a couple of problems balance wise.
1. its really expensive metal wise to add a heater to every room. but they get anointed at shared rooms.
2. People complain about working in cold rooms but then if you give them really warm clothing you risk heat stroke the rest of the time and their does not seem to be a good way around this.

while heaters and coolers are good for individual rooms like food freezers they can be expensive (150 metal a room ish * 16 colonists :/). maybe a central boiler room and the need to build vents and ducts (similar to wire conduits?) and then let players use heaters and coolers for special case rooms.  even allowing heaters to be placed in walls to be shared by more then one room would really help with the metal cost .
#14
Ideas / orbital combat
October 01, 2014, 02:38:48 PM
I am curious if orbital combat/defense will be possible, it would make since that raiders who drop in form space would also shoot your colony from space.  This would open up other options like defense guns that can shoot and falling drop pods.
#15
Ideas / manufacturing
October 01, 2014, 02:35:57 PM
I suppose this is less of a suggestion and more of question, will there be limits on what players will be able to manufacture?   For instance will be able to make our own bionic eyes or will they only be tradeable, I personally can see arguments for the system going either way. 
#16
General Discussion / OMG alpha 7
October 01, 2014, 02:32:27 PM
this release is AWESOME!!!  I have to say I am really taken in by the latest content up, it adds so much more depth to the game.  I do have a few questions, with the addition of prosthetics will we see prosthetic organs?   It would be kind of neat if we could buy or make artificial hearts or or kidneys.   I would love to write a long post here but if you'll excuse me i need to go get lost into a long game of rim world :P
#17
Ideas / fuel
August 08, 2014, 12:54:42 PM
I really think this should be a necessity, I mean you have a space ship, you should fuel it. This could be expanded to many other aspects like, water, food for your journey, heck even as a means for weapons like flame throwers,  making Molotov cocktails, napalm, or another power source.  O don't forgot to make some field rations, you never know when your ship might crash land on planet ;)
#18
Ideas / different types of weapons
August 08, 2014, 12:50:06 PM
I would like to see different types of weapons/combat.  IE maybe electric weapons/charging stations (have higher chance of stun?) ,flame throwers (fuel?), i am really hitting low hanging fruit, something more imaginative would be nice too

I know ammo will be part of the game eventually (why else would their be shells and stuff in the game) but weapon clips would be a welcome sight.
#19
Ideas / map difficulty
August 08, 2014, 12:41:31 PM
map difficulty:some features to make the game more difficult could lead to some interesting scenarios.  Perhaps things like amount of desert/trees/plants/animals/animal spawn rate, or even world types, ice/magma/ocean.
#20
General Discussion / Siege defense
August 08, 2014, 12:12:00 PM
Siege defense, I think the addition of siege is really cool however I think some time needs to be spent on on siege defense.  Currently there appears to be three valid defense strategies,
1.  assault the enemy position,  you may be out numbered and out gunned as a matter of facts its fairly likely, though I suppose if have a surplus of long  range sniper weapons this could benefit you by yielding rations.
2. counter siege I tried this my self at first with mortars, routing out colonists as they became tiered or hungry.  This becomes a problem though, even if you have a mortars odds are the siege will last long enough that you will have some heavy micro to make sure your people don't go insane.  This appears to be a losing battle, mortars are  to in accurate and your base is a larger target then there mortar then their setup.
3. wait them out, they will run out of food eventually and even normal raiders will give up after a while.  Their mortars are inaccurate as well, you may get a bit of base damage but the fire rates are slow enough that you should be able to keep up with it.  This seems to only be an option if things are spread out, one mortar to your power plant area and things could go bad for you quick.

so neither of these options are particularly compelling to use. maybe some sort of base shield that drains a lot of power?  but even at that well established colony would have no problem with it? have the sieges have less raiders making it easier to assault the position (that may just end up giving too much free food (though at that point they could come with less).   if anyone has any better methods of dealing with I would be happy to hear about it.