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Messages - Xanting

#46
Ideas / Re: Your Cheapest Ideas
November 08, 2013, 03:57:17 PM
Some way to remove thin ceilings both metal and rock would be great to have instead of relying on collapsing and having to deal with all the rubble.
#47
General Discussion / Re: Why are the AI so Tough?
November 08, 2013, 03:53:12 AM
Close quarters combat can be advantageous if you can mass your colonists at strategic locations in your base. The damage raiders do to your base is minimal anyways even if they have grenades. Ambushing raiders in long hallways from side rooms work best as you have the initiative, a door to retreat behind and you can minimize the combat effectiveness of raider sniper teams.
#48
Bugs / [Windows .250] Dump does not save settings
November 06, 2013, 10:24:08 PM
Whenever I load a manually saved game the dump settings do not seem to persist and seem to go back to default settings. I keep having to turn off rubble and food in its settings
#49
General Discussion / Re: Post Your Base
November 06, 2013, 06:57:54 PM
This is my randy random base. Notice how I don't have any farms.
And yes those sunlamps do explode from time to time.

#50
General Discussion / Re: How to take pirates alive?
November 05, 2013, 11:26:16 PM
Or if you have a fair number of colonists you could set everyone to warden and in less then a day you will almost always recruit them.
#51
Bugs / Re: Colonits starving when they shouldnt be.
November 05, 2013, 12:27:23 AM
Is your food dispenser in a room with prisoner beds?

Colonists are unable to use food dispensers in the same room with prisoner beds as only prisoners will use them. That's the only thing I can think of if you have food stockpiled and power to it.
#52
Bugs / Building blueprint erases landing pod
November 04, 2013, 06:37:39 PM
I had placed a research table right at the start of a new game but one of the pods landed right on the blueprint. A person came by and started building it which also made the landing pod disappear so now I have 2 instead of 3 people.
#53
Ideas / Re: Working System.
November 03, 2013, 02:36:45 AM
It would be nice if there was a way to sort in descending order of skill level of each profession or non job skills(like shooting and melee).
#54
Ideas / Re: my 3 ideas for storytellers
November 03, 2013, 02:35:09 AM
These sound less like storytellers and more like starting conditions. A storyteller in this case controls the events that happen after you crash not what you start with.
#55
Ideas / Re: Multiple Floors
November 03, 2013, 02:32:49 AM
This has been suggested many times already and there are many reasons why there is not going to be multiple level any time soon or ever.

Quote from: Semmy on October 02, 2013, 09:01:35 PM
Question: Will there be z-levels (vertical mapping)?

Answer: All the coordinates are tracked in 3-vectors already (though only the two horizontal axes are used), so the potential for 3D is in the game.

I am afraid that there is basically no way a modder would ever be able to mod Z-axis into the game. It is a beast of a feature. Here's some basic issues you'd have to handle:
-Pathfinding
-Lighting spilling over Z-levels
-Save/load of a geometrically larger amount of stuff (e.g. 200x200 map = 40k squares, 200x200x10 = 400k squares!)
-Line of sight for shooting
-AI tactical analysis of shooting lines of sight etc
-Cover usefullness varying at vertical angles
-Interface for moving through Z-levels
-Rendering visible lower Z-levels while being on higher ones

I could go on and on... Anyway, there is tons to do in RimWorld, my general thought is that the best cost/benefit move is to leave Z-levels to Towns, DF, Gnomoria, Stonehearth, and all those other games and focus on what RimWorld is really uniquely about: AI Storyteller, tactical AI, and so on.
#56
General Discussion / Re: Emergent Gameplay, what's yours?
November 03, 2013, 01:00:28 AM
From what I was told it seems to be directly linked to population and randy random isn't so random in this regard.
#57
General Discussion / Re: Emergent Gameplay, what's yours?
November 03, 2013, 01:48:50 AM
I had a friend send me a picture of his colony that he was playing on Randy Random. He told me that when a group of over 50 raiders landed he blew up all his colonists and let them wreck his base. Oh and he also told me that after a while some of the raiders went insane and started shooting the other raiders.

Oh and also he took advantage of the naturally growing food plants and got rid of all the grass so that he can have a blight immune food source.
#58
Ideas / Re: Your Cheapest Ideas
October 28, 2013, 11:48:09 PM
How about negative hit points? In most videos I see that prisoners are few and far between after the player gets more potent weapons to use against raiders which almost always kills potential prisoners. If both colonists and raiders had negative hit points it would give you a chance to save or capture people from battles. It would be a low number like -10, and damage past 0 they take half damage, rounded up, from damage so they have a chance to survive.

For example, if a Raider had 10 hit points and got shot for 23 damage the remaining 13 damage would be divided in half and rounded up and then be at -7 and be 3 points from dying. You could capture the raider alive if its near the end of combat but if its during a heated firefight then he will probably bleed out.

Another example would be if a colonist was at 20 hit points took a grenade to the face for 50 damage he will still die outright because (20 - 50)/2 = -15 which would be over(or under) -10 hit points.

Also another suggestion is to have deployment zones for colonists to automatically move to their positions when you draft them.
#59
Ideas / Re: The many-guns problem
October 25, 2013, 05:38:38 AM
I feel that in a game there is a certain amount of abstraction that has to be made, otherwise you run the risk of making something way too micromanagey. So while having a vague pool of weapon parts from various firearms or a straight conversion to and from metal or other materials may be unrealistic the alternative may force the player to focus on an aspect of the game which may not be fun to manage.

Reverse engineering weapons is an interesting concept for early to mid game as it will act as a sink to dump your excess weapons into, but what about the weapons you don't use or no longer need to break down for research, sure you could sell them but seeing the current number of raiders chances are the influx of weapons are going to outpace the export of them.

Another point I am not a big fan of is the weapon part tiers as I think it would just encourage people to only have advanced tier weapons and nothing else.

Weapon addons or conditions I think would work better instead of tiers. These would be like traits the colonists have except for weapons.

For instance there could be a rifle that a raider dropped. It has a few positive and negative conditions like Cracked Scope, Rusty, Well lubricated, and Heavy frame. These conditions are persistent and do not need maintenance.

If you broke down a regular rifle with no conditions you have a low change of unlocking any of the positive traits possible for that specific weapon, but if you broke down the rifle with conditions on it then you have a grater or maybe guaranteed chance of unlocking that condition to put in future weapons you create.

I also believe that weapons that you acquire through any means other then making it yourself should always be better then what you can make. So when you unlock a few conditions for your weapons you should only be able to put one of those in your weapon. While weapons that you capture or buy will always have more then one trait accompanied by negative traits but is still overall better.

This opens up the field to unique weapons carried by pirate kings/queens or unique colonists and maybe even dwarf fortress style moods by colonists attached to their weapon.
#60
Ideas / Re: Your Cheapest Ideas
October 09, 2013, 08:10:22 PM
Fortifications, like sandbags but impassable.