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Messages - ApexPredator

Pages: [1] 2 3 ... 8
1
General Discussion / Re: Cabin Fever issue!
« on: September 27, 2014, 04:26:04 PM »
Agreed.  You don't hear many reports of medieval people getting cabin fever from being in their castle walls, just being inside of their home for too long.
Alternate note, what about a dwarf trait/story that makes them immune to this?  Or maybe make people who have a backstory involving mining immune to cabin fever.  I think this'd be a pretty nice feature.

To be fair we don’t have many reports about anything from that time let alone scientific reports on psychology. The only time people would be confined to a castle/fort is during a siege by an army. I am sure peasants being confined to a castle  for days/weeks while an army waited for them to run out of food or destroy the wall  to go kill them all was less than an enjoyable time and they probably exhibited symptoms of cabin fever before it was a thing.
As for the OP, I see no problem with the current game mechanic. By walling yourself in (with no opening) you are exploiting the game so that most threats cannot get to you or are not triggered. I see the cabin fever as a way to overcome this. However, I would like to see social reduce the impact on cabin fever but one thing at a time.

2
General Discussion / Re: Alpha Seven
« on: September 20, 2014, 10:19:20 PM »
So far, yes.


Tynan you know what the good wholesome sexy thing to do is, tell us the release date estimate

I disagree with this, if he gives you the date it will only make it harder for you. Then what if it doesn't make it by the date, now you will be angry and form a small local group with pitchforks and torches and hike to Canada burning down all Canadian looking buildings on the way...

3
Ideas / Re: Roomba bot
« on: September 20, 2014, 06:14:09 PM »
For Shinzy's accompaniment issue. Add some tunes and boom, quality of life increase while it cleans.

[attachment deleted by admin: too old]

4
General Discussion / Re: Leg Blown off?
« on: September 20, 2014, 06:07:25 PM »
In Alpha 6 she will be stuck in the bed. A7 will have prosthetic legs to help out but for now might as well give her the old yeller treatment.

5
Off-Topic / Re: So Microsoft has bought Mojang...
« on: September 19, 2014, 03:07:09 AM »
I sure as hell hope Rimworld doesn't get bought out.  :P

I do, if Rimworld ever becomes something big enough to warrant Tynan receiving a massive paycheck for his efforts then good on him.

6
Ideas / Re: Restraining Colonists against Psychic Drones
« on: September 09, 2014, 09:36:50 PM »
An easy defense I use is have a large clean room (I use my kitchen because it is close to food) and draft everyone and make them stand next to each other. They will talk when people are next to each other and the more social chats they have the better. Not much work will get done and it requires a bit of micromanagement but will work to get you out of the PD issue.

A forced AA-style meeting, then?

"Hello, my name is Vas, and I am affected by a psychic drone."
"Hi, Vas!"

Exactly. The major issues I used to find with PD was people going out side hauling in "very ugly environments" and mix that with the PD and they would snap quick. Get them talking adding extra buffs and make sure they stay in an area that keeps a positive mood buff and your gold. Just watch for hunger/tiredness and undraft as needed.

7
Ideas / Re: Colonists Automatically Upgrade Gear.
« on: September 09, 2014, 08:19:08 PM »
sorry but no, i don't want my colonists picking up gear on their own, i am the one to decide what they get and who gets it.

adding those mechanic would mean more hazzle than use i am afraid.

This, I wouldn't mind an auto strip by colonists that are about to burn a body with power armor but no gearing up without my say.

8
Ideas / Re: Restraining Colonists against Psychic Drones
« on: September 09, 2014, 08:18:01 PM »
An easy defense I use is have a large clean room (I use my kitchen because it is close to food) and draft everyone and make them stand next to each other. They will talk when people are next to each other and the more social chats they have the better. Not much work will get done and it requires a bit of micromanagement but will work to get you out of the PD issue.

9
Bugs / Prisoners and medication A6
« on: September 08, 2014, 10:09:29 PM »
Prisoners receive medicine even if I do not check the box to allow it.

10
Outdated / Re: [MOD] (Alpha 6) Space Meals! (V 1.0.0 / 06.09.2014)
« on: September 07, 2014, 10:30:26 PM »
A quick stipulation:

If "Packaged Survival Meals" are anything like the modern day military MRE's (Meals Ready to Eat), then they are definitely very satisfying.

I would personally prefer a good ole' breakfast MRE or any of the chicken ones over even a prepared meal lol.

It really does make sense that they'd want to eat them first.

You my friend are rare in my experience. MREs are great when there is no other food option but if there is any other choice myself and those I worked with wouldn't even crack open a case.

11
Ideas / Re: Too many corpses...
« on: September 04, 2014, 03:19:55 PM »
What is your suggestion?

12
General Discussion / Re: A6 Prisoner Conversion
« on: August 31, 2014, 04:02:52 PM »
Make sure you're not trying to convert tribals! They're the most difficult. Each prisoner has a recruitment difficulty level, visible in the 'Prisoner' tab.

Okay this is good to know. I have spent easily 100+ hours on RM so far and have never had an issue like this converting prisoners. 4 of the 6 are tribals and all are set to friendly chat/medical care/try to recruit. The prison is one of my biggest rooms and they have access to paste dispenser (but have been eating fine meals) and all have beds. They have been in prison for months and I just sold the prison door to let them all escape to remove the "cabin fever serious" debuf. I have covered one of them and sold 3 as they were a huge waste of resources for 3 colonists to take care of.

13
General Discussion / A6 Prisoner Conversion
« on: August 30, 2014, 10:05:22 PM »

Was playing my first A6 game now that school is over and I have not converted any prisoners to join the colony. Six prisoners have been in prison for months and have never had problems like this before. Was a change made in A6 to make it harder to convert?

14
Ideas / Re: New Method for Conducting Research
« on: August 22, 2014, 01:08:53 AM »
These are neat ideas; however, they seem like something that would be very hard/lengthy to code.

15
Ideas / Re: [UI] Trade window overhaul.
« on: August 21, 2014, 01:51:09 AM »
Not worried about the use of $$$, however, anyone else notice that metal arms and legs are more expensive than lung/liver/kidney? What kind of human trafficking/organ farm is present in our future.... ohhhhh the humanity. Or maybe they just figured out how to grow them in a lab.

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