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Messages - dakenho

#16
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 .
#17
General Discussion / Re: Personal shields?
December 30, 2014, 11:58:55 AM
I think shields should require a recharge bay or at-least batteries
also does this mean we will see base shields?
#18
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.
#19
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. 
#20
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
#21
well we should be able to do something with them, killing them off or selling them as slave inst always viable because of the negative happiness that comes with that.
#22
General Discussion / Re: Call for public testers (Alpha 7)
September 21, 2014, 12:29:19 PM
I would be happy to help you out finding and reproducing bugs
#23
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 ;)
#24
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.
#25
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.
#26
Support / Re: 0 downloads Reamaing
August 08, 2014, 12:13:28 PM
Quote from: Evul on July 31, 2014, 01:35:13 PM
I recommend you saving the download zip file in in a folder were you "install" the game.
My for example is saved D:/Game/RimWorld/RimWorld496Win
So my zip lay in the rimworld folder making it possible to quickly reinstall it cause I tend to brake the game when I mod.

eye re-installs are common enough for me that this is a necessity.
#27
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.
#28
Support / new version is availible.
August 08, 2014, 10:36:03 AM
I am getting a new version is available notification when I launch the game but when I go to my email and the download link its the same version as the one I already had.   I don't care to try to many more times as I don't want to burn my number of downloads.
#29
Support / Re: Alpha 5 video bug - Linux
August 08, 2014, 10:33:52 AM
I get the same graphical error though my colony never load when I get it, I always have to restart my colony when it happens, which is a shame because I had a good one going.
#30
Ideas / Re: excited over factions
June 13, 2014, 11:01:22 AM
I think people who visit your colony should require food still,  should help your relationship to offer guest quarters and food, if you dont they should scavenge some from the map and leave unhappy.