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Messages - Teovald

#31
Off-Topic / Re: Peter Molyneaux - your opinions?
August 08, 2014, 04:36:38 PM
He has been involved in some pretty great games. I don't know what his influence has been on these classics (development is a team effort) but he has been around some classics. 
Because of that, and because I liked the vision, I backed Godus on Kickstarter. 

It is very interesting, because my first contact with early builds of Godus and Rimworld have been very different : 
- Rimworld : There is a big lack of features & content, which is normal for an early build but I just love the idea and had a lot of fun with that build. 
-Godus : I don't see how you can salvage this and make a good game out of it. 

After that, I almost totally stopped following Godus development. From what I can gather, my sentiment was shared by many other backers so the Godus team have been rethinking many aspects of the game. 
I have no idea of the result, I have not retried the revamped game. I probably should. 

Earlier this week, Godus was released on iOS, I smelled a fire and had a look at the anouncement update on kickstarter. Yeah, people are still furious about the state of the game .. 

I don't know how Godus will turn out in the end (I don't have too much hope though) but Molyneux's name does not mean anything to me anymore.
#32
Ideas / Re: Rimworld on the iPad?
August 08, 2014, 05:31:51 AM
Quote from: StorymasterQ on July 20, 2014, 09:57:15 PM
I like the idea, but I'd change 'iPad' with 'Tablet computers'.

You have to admit, the iPad is neither the only nor the most prominent tablet computer at the moment. I personally couldn't see Apple getting back on its awe-inspiring history without Jobs.

Anyway, 'tablet computers'.
Oh yes. IMO it does not make a lot of sense to port the engine 'only' to iOS .. It is an huge amount of work, so if it is considered (and I don't think it is necessarily a good thing for the game), I think it would make a lot of sense to directly target iOS + Android.
(off topic : "the iPad is neither the only nor the most prominent table" even as an Android dev, I politely disagree. the iPad may no longer be a marketshare leader, but it is still the mind share leader. I hope I am not starting a flame war).
#33
Ideas / better clothes management
August 08, 2014, 05:28:56 AM
The new cloth system is pretty neat but during long games articles of clothing quickly start to litter the landscape and/or storage areas.
A couple of suggestions : 
-Allow colonist to gather up to 5 pieces of clothing during each gathering trip to the storage area (maybe make an exception for legitimely heavy articles like power armor)
-Implement some way to stack the clothes you are storing (a rack ?)
-Allow us to sell stored clothing, even for a negligible amount of money or to dispose of them in some other way.
#34
General Discussion / Alpha 5 and sieges
July 06, 2014, 06:37:09 AM
I am enjoying my time with alpha 5 a lot ! 
One thing that bothers me is that I have found a tactic to break a siege that may be a little too powerful. 
When I get besieged, I equip my best shooters with sniper rifles. 
First, they dispatch the sniper wielding besiegers if there are any.  It is usually possible to pick them one or two at a time, versus my 4 or 5 competent shooters. 
When they are no longer a menace, they snipe the mortars. It is a very efficient way to destroy them, and the explosions and fire can kill the surrounding ennemies. 

I wonder if this is an expected strategy or an exploit. The besiegers never try to mount a counter assault on my sniper team.  The only downside is that snipers are prone to mental breakdowns since they have to travel a lot and snipe for a at least a whole day while looking at people dying.
#35
Bugs / [M|Alpha 5] need a grave message
July 06, 2014, 06:27:57 AM
I cremate corpses in order to do not have to build hundreds of graves. 
Even with a functional cremation room, I often get the message 'need a grave'.   

Additionally, this message is not always useful, I finally decided to let corpses rot in siege sites. On a big map it takes a day for a colon to go fetch a corpse and burn it. It is a waste of time and motivation to do so for a corpse that they will never have to look at since it is on the other end of the map.
#36
Bugs / [M|Alpha 5] ruins behavior
July 06, 2014, 06:23:49 AM
The game generates some ruins on the map. They can be used as a shelter by rebuilding the missing parts. 
There are a couple of issues with these : 

-you can't order your colons to deconstruct one of these ruins.
-you can however use grenades with manual aim to destroy one of these ruins. Once the ruin is entirely destroyed, the roof stays in place, leaving a shadow on this area of the map. You can remove that shadow if you create a no-roof zone over that area, but this is just silly.
#37
Now that I think about it, I have don't know how to recruit bypassers. 
Am I supposed to arrest them ? or is there any negociation option ?
#38
-I read the changelog so I knew that there were stone items. I started a new colony but soon I realized that even though I had a stone cutting workbench, nobody was working on these stone tiles. 
I did not know what to do, so I had to watch a youtube video to learn about bills (I either did not see the button, or did not click on the stone cutting bench). 
-After that, another issue was the need to get back to the workbench to order more stone each time my stock got depleted.. The whole process feels very grindy and it is easy to forget to recreate a bill. 
-On the cooking side of things, the bills are weird too. I often forgot to renew it and when I do renew it, it results in piles of plates around the cook.
#39
General Discussion / Re: Paypal? Dangit!
March 13, 2014, 09:06:38 AM
to clarify : these issues only affect sellers  ;) , from what I heard they have a pretty good consumer support on the buyer side of things.
#40
General Discussion / Re: Build 379 Discussion
March 13, 2014, 09:06:02 AM
Quote from: StorymasterQ on March 12, 2014, 09:52:22 PM


  • Bills no longer vanish on hitting zero count (you can reactivate them without reconfiguring them).
  • Bill config interface displays ingredient search radius ring.
It does not address my main problem with bills (but maybe it has already been addressed or will be later) : I can't have a  bill that will be recreated automatically each day or week (create x meals) and I plan the construction of something stone based, I then have to manually create the corresponding bill. 
It feels like this system will generate a huge amount of micro gestion when they will be several more types of bills.
#41
General Discussion / Re: Paypal? Dangit!
March 07, 2014, 09:00:37 AM
Quote from: Vas on March 05, 2014, 01:10:45 AM
I don't understand why so many people apparently have problems with paypal.  :P  I've even had people talk about it like it was some horrible evil company.  I've never had a single issue, other than them rejecting every single image no matter what it was, for my card's custom image.  :P

They are a very shitty company. They arbitrarily retain funds and delete accounts, often for very dubious or subjective reasons. 
Some small companies have gones under because Paypal decided to freeze their accounts. 
However, their service is in my experience reliable for buyers. I just avoid paying with Paypal if it is possible (I use another payment option if it is available & if not I ask myself if I really need/want that item).
#42
Ideas / Re: inverse the logic of launchpads
February 22, 2014, 09:49:35 AM
Quote from: Tynan on February 22, 2014, 01:10:06 AM
In truth, pads work as they do now because I haven't had time to do anything better. But there are a lot of conceptual/logical issues with any multi-step trading process.
I realize that my proposal (or any real improvement to the existing trading process) means a lot of coding/refactoring. I just wanted to make sure that it will get addressed at some point. 
The existing system is a good placeholder but nothing else.
#43
Ideas / inverse the logic of launchpads
February 21, 2014, 07:37:47 AM
Having to put all the goods you want to sell on launchpad is a pain and necessitates to tune the different stockpiles priority. 

I would largely prefer empty launchpads. 
When you enter the trading interface, the content of all your stockpiles is accessible (instead of what is on launchpads). It will need an interface a bit more adapter to filtering. 
You agree on the trade (let's say 200 silver + 100 metal vs a big gun). Immediately, your colonists start loading the launchpads with the silver & metal. Once everything is loaded, it is beamed up & the trader send down the gun.

What to you think ?
#44
Right now I lose the game when I get too bored to fight off the next wave of raiders (more accurately, I stop playing before that point).
I want way more variety in the menaces against my colony. Right now it is perfectly excusable for an early alpha, but later on I hope that raiders will only be one of the many menaces.
Rapid climate change (colonist lose health if they go outside), plague, infection by parasitic aliens, nanobots in blood cells incompatible with my colonists that transform them in zombies and are transmitted by contact, death of many key members of the colony send their friends (90% of the colony) in a depression spiral, mined in the mountain and discovered a lava river. 
These are just some ideas off the top of my head, many of them requiring an enormous amount of work to implement, the point is that more content will be needed.
#45
General Discussion / Re: Stockpile Issues
February 06, 2014, 07:26:49 AM
I like the idea of stockpiles, but I feel that this needs to be only a very raw first implementation.
The launchpads in particular are a mess.  I should be able to sell things from any of my stockpiles, which are then moved to the launchpad by the colonists. Then, when the colony part of the transaction is complete, the merchant would send the goods to the beacon. 
Standard stockpiles themselves are also unwieldy. It is a chore to have to manage the goods they accept and tune their priority levels to achieve a half sane goods distribution.
As with the rest of the game, the base is here to build a really solid system, but it needs a lot of work.