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Messages - ousire

#31
Quote from: Tynan on August 27, 2014, 12:49:58 PM
The building is 'wall'. You choose what you want to build it out of. If it's metal, it becomes "metal wall" and gets all the stat modifiers for being metal. Same with stone and silver. And yeah, silver isn't really awesome (though I honestly don't know much about the strength properties of silver), but it's very pretty!

So if we want durable walls, make them out of stone or metal, but if we want walls that say BLING BLING use silver? When are you adding in stuff like gold and diamond so we can make our base as tacky as possible? :P

I assume the material will modify how pretty the building is too? Silver walls will be prettier than stone and metal? And walls of meat and bone will make people run in terror? :D
#32
The biggest problem comes if you don't have a lot of colonists. If you only have four or five people, they're going to have to do a lot of work to keep up with all your requirements. When I had 20+ colonists then the workload is divided between them enough they all get a generous amount of free time and sleep, and I almost never had any problems with their mental state except for right after a large siege, or something that forced me to keep them all busy for long periods
#33
General Discussion / Re: Z levels
August 11, 2014, 03:40:31 PM
I don't think the game really needs to add in lots of levels of movement up and down, it keeps the game nice and simple without needing to track up and down and up and down to find all your colonists and raiders

I would be in support of a system where the game had hills and trenches though. I think it wouldn't be hard to display all of that on one level visually.

For example, without having to need a button to move up and down Z levels, there could be a hill (similar to the mountains we have now, but you could see the top of them) in which a colonist could climb up, giving him a minor range boost while up top, but there would be movement penalties when you walk up and down the slope. You could make stairs or ramps to make movement easier. In the same vein, old dry river beds or dug out trenches could force attackers to move slower as they climb down and up.
#34
General Discussion / Re: Seeking Alpha 6 testers
August 07, 2014, 04:25:35 PM
Hell yesssssss! My email should be good!
#35
General Discussion / Re: Merging logs and planks
June 04, 2014, 07:51:03 PM
Having to saw planks to construct items, and giving the player options of building both log and plank items makes the game feel a bit more realistic in my opinion. I would be a little sad if it was removed

But I WILL admit that it slows the game down some in the very beginning. The hand saw is so slow versus the electric saw. If you made planks easier to get in the beginning of the game that would really help things. Either by giving you some in the initial drop, making the hand saw faster, or items cost less planks. Or something like that
#36
I really like how it's a whole pack now instead of just a bunch of individual mods. But is there a way to make it so you can select which map type you get instead of it being random every time? I dont want to have to generate a bunch of worlds just to get the one type I wanted
#37
Quote from: Tynan on April 28, 2014, 01:23:08 PM
Quote from: Architect on April 28, 2014, 01:22:34 PM
"Reorganized designation categories. Added production, decoration, power, misc. Deleted buildings."

Balls, now I need to reorganise my categories for BetterPower XD

It doesn't take long at all. If you want you can also add your own categories.

So does this mean that a mod could make a category just for it's own items? When you have a lot of mods that add in stuff to build (e-furniture, clutter, etc) the lists get really full! I'd love if I could have a category for just modded items to help keep things more organized
#38
Mods / Re: "Project Sky" Testboard
April 22, 2014, 06:16:16 PM
I'd gladly sign up for the tester team, just to find out what the heck it is! xP
#39
I assume they were added currently just as trade goods; Though they'll be added in later for more advanced buildings and tools I believe is the idea
#40
Mods / Re: "Project Sky" Testboard
April 22, 2014, 03:01:55 PM
The name has me interested. I'd be curious to learn more about this project sky!
#41
General Discussion / Re: Edge of the map trouble
April 17, 2014, 12:25:50 AM
Do you have any plans for what to do about the whole edge-of-map issue as a whole? A lot of people seem to get confused by finding out that they can't build right at the edge of the map. Perhaps a colored border, and a popup message from the instructor could help clear things up for the players?
#42
General Discussion / Re: How to publicize RimWorld
April 15, 2014, 10:11:32 PM
Personally, I found the game from watching GamersDissent. I agree that you'd probably get the most success out of having someone like Totalbiscut or one of the Yogscast to do a video of the game, but it might be better to wait till the game has at least a bit more content.

Yogscast Sips has done several similar games, like Banished or Prison architect where he does long multiple part series, and has been known to revisit games in the past, so you may want to see if he would be interested in doing a few videos now, and more in the future once the game has some more meat on it's bones.

Other than that, the only thing that pops to mind is to try and spread it around on forums for similar sort of games. Make a thread about it on forums for stuff like Minecraft, Banished, Prison Architect, other base building games like that, maybe see if you can find youtubers or blogs who focus on Indie games to take a look
#43
Outdated / Re: [MOD] (Alpha 3) Fertile Plains v1.0
April 12, 2014, 03:12:59 AM
This looks pretty nice, it's an interesting change from the frequent mountains and desert of the regular game. This plus wood economy might make a very pretty looking more forested planet for players to work with
#44
Releases / Re: [MOD] (Alpha 3) PowerSwitch
April 11, 2014, 10:43:03 PM
I think a time of day switch would be best so it would send power at night. The only time I can think of where power depends on what time of day it is would be for stuff like sun lamps. When it's day out, you don't need the lamps on after all. At night time though, that's when you would want to turn on all the lamps to grow crops and turn on any outdoor lights for any colonists out at night.

As it is, it's quite easy to manually toggle all your grow lights by wiring them to a single on/off switch, so I don't have any real complaints for this mod. This is something I think we've all been wishing for a long time!
#45
Quote from: Sion on April 11, 2014, 05:00:04 PM
Quote from: Dr. Z on April 11, 2014, 12:20:51 PM
Wow Sion, you took me way to seriously...
I'm not really serious, more like realistic  :P

A space age western colony game is not the right place for realism :P This is a game where the lore already contains transcendent machine gods and super intelligent animal people, is colonizing a gas giant really all that unrealistic in comparison?

Personally, I think it might not be the most suitable for a game like rimworld, but I think it would be quite an interesting challenge mod. Imagine starting on a floating platform, and you cannot build anything in the world around you beyond that platform without first building more platforms a la constructing floors or carpets. And those floors would collapse into the void below unless they were within X blocks of a support you had to build, some sort of air sail or a rocket or a balloon or something, like how you would get a cave in without having walls in the right spots.