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Messages - PhenomTaker

#16
General Discussion / Re: Call for public testers!
February 04, 2015, 11:40:53 AM
Here!
I would really like to test and find bugs for new versions, making them as good as possible.
Just finished Beta-testing for The Guild 2 Renaissance Patch 4.2, so I have time left. :) If we need references, just ask someone from Nordic Games.
#17
General Discussion / Re: Endless play thoughts?
February 02, 2015, 07:39:35 PM
Funny idea: How about "Balloons" ? Crafting something like that with growing material. A simple Ballon with a crate. Load some stuff on it and up in the air. If you need it again, shoot it down.
Or something like that, to get stuff "out of the game" and later somehow back, if needed.

Maybe events that destroyed/steal your items. Raiders will come, not only to kill you, but rather stealing/destroying stuff. The player is now forced to spend more materials on that. Also make those type of raids stronger so the player will have to choose between saving stuff or saving people.

(In addition to the containers from DF) ;)
#18
General Discussion / Re: Long into the future...
January 31, 2015, 06:39:28 PM
I think Tynan said no. Because the game engine isn't supposed to work with 3D's.
It would also need much more work (programming) for every action.

So no. But I think the 3D wouldn't quite fit to RimWorld anyway.
#19
General Discussion / Re: Thanks Tynan
January 22, 2015, 10:28:10 PM
Yay! Hope that the next alpha will be out soon :)
#20
Yes, it's very sad that this is so rare...
#21
General Discussion / Music files location
December 20, 2014, 08:05:07 PM
Hi!

Is there any easy way to get those ingame music files ? So that I can listen to it outside of RimWorld? :D
#22
Looking forward for the new version! :)
#23
General Discussion / Re: Uranium
April 13, 2014, 12:13:08 AM
#24
General Discussion / Re: turret raid spawn increase?
April 13, 2014, 12:10:08 AM
Quote from: Tynan on April 12, 2014, 11:53:26 PM
ColonistCount + 0.4*TurretCount
Okay I will take a look on it with my new colonies.
Now I have the feeling that when I lost against raids it was because I built too much turrets.

Quote from: Tynan on April 12, 2014, 11:53:26 PMSo if you lost a colonist, and build two more turrets, the AI will regard you as weaker than if nothing had happened.
But if the colonist didn't die, just almost, and I build more turrets because it was too close, I'll end up facing harder raiders than without building new ones.

Preventive Turrets = More bad than good.
Turrets in exchange for lost colonist = More good than bad (unless you build more than ~3 per lost colonist)
#25
General Discussion / Re: turret raid spawn increase?
April 12, 2014, 11:49:43 PM
Ahhh that explains alot...
The problem with this mechanic is:
"huh... almost lost a colonist, better build more turrets" -> even more raiders will attack.
I don't know how its related but it kinda makes turrets more bad than good.
Maybe a hidden points-system would be nice here. Like in Dwarf Fortress (?) or Gnomoria.
So every colonist (maybe based on shooting/melee skill, or sum of skill levels), buildings, playtime, allied factions, etc. give points an e.g. if your colony is worth 100points there will be 6-10 raiders attacking you (when there is a raid), 150points 8-12,...
NOTE: I did not mean that exactly AT 100 points there will be an attack, more like the game is saying "I think the player needs a raid. Let's see how much his colony is worth. Okay 102 Points, that would be 6-10 raiders. (Random). Here are 7 Raiders attacking you!"

Would need quite a lot work on balancing tough, but just an idea :)
#26
I would love changes over time, like Faction A is now an ally of Faction B or is now fighting them. Or more things to do with them. Now its like you have 1-2 enemies and a few "friends". You can push "goodwill" and nothing to fear.
Maybe in the future they will call you for help in their fights, so you are able to send them a few people for a few days and eventually loose them or gain XP, ressources and goodwill for the faction.

Something like that. :D
But these other answers are good ideas too. :)
#27
Bugs / Re: Not sure if bug, ooorrrr????
April 10, 2014, 09:59:46 PM
It must be, because it works for me.
Maybe upload your savefile here, so the mods can take a look to that.
#28
Bugs / Re: [L|Alpha3] Shooting-Skill drops over time
April 10, 2014, 08:20:09 PM
Okay thanks! :D
#29
Bugs / [No Bug!] Shooting-Skill drops over time
April 10, 2014, 08:14:29 PM
Hey!
One of my people (Shooting-Skill 15) is loosing skillpoints over time (only him). 3-4 points every few seconds. Is there any new factor that is causing this or is it really a "bug" ?

EDIT: Maybe because of his "dumbness"? He's loosing Melee-Skillpoints too, but no points in Artistic (maybe because it isn't involved yet?)

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#30
Bugs / Re: [L|Alpha3] No Roof on mining
April 10, 2014, 07:53:38 PM
Yeah... but it doesn't work every time. My first roof (build from walls) was removable but this here (mining) isn't:

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