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Messages - miah999

#31
Quote from: mumblemumble on October 21, 2013, 02:26:49 PM
Considering the game is top down, and with an of course lowered level of detail, why should ALL of those be implemented, or even any of them?...besides looking interesting, I don't see any real function behind them, and I think much more interesting concept ideas could be implemented. For instance, look at the boom-rat. Its a relatively small, and harmless rodent, but blows up on death, making it much more threatening that it seems on the surface.

Not saying those things don't LOOK cool, I just don't see how they would effect anything OUTSIDE that.

Did you leave your sense of humor at home? This isn't exactly a serious thread hence the silly smiley icon. ;) But to answer your post....

No one we should use all of them, just the good ones. As to whether there are effects beyond their looks that's up to development to determine how the creature behaves. But we can make suggestions.

For instance, maybe Spowls spin webs in tunnels that slow your colonist, or they cold get stuck in them and have to be rescued. It's up to us to imagine what the creatures might do.
#32
Ideas / Re: Brainstorm: Buildable Future Content
October 21, 2013, 02:37:33 PM
A few more thoughts... Just as before, repeats equal "seconded."

Storage:
Large and Small Stockpiles - Stockpiles in 3x3 and 9x9 sizes.
Munitions Dump - Like a Stockpile for guns.

Lighting:
Spot Light - Shines a cone of light in a single direction for a long distance, great for tunnels or your perimeter.
In-Line Light - This light is installed inline with a power conduit like so ---O---, takes up less space the a standing lamp next to a conduit.
Lighted Wall - A wall panel that provides light. Might be a bit complicated though.

Interior:
Tile Floor - Traditional ceramic tile flooring, very pretty.
Small Table (or desk) - A 1x3 table, mostly for looks.
Compact Com System - A 1x3 com system.

Food:
Tasty Nutrient Paste Dispenser - Makes yummy yummy paste, mmm paste.
Compact Paste Dispenser - A NPD that is only 3x2 tiles, also available in a yummy version.

If we get cooking:
Stove - For cooking.
Refrigerator - For food storage.

Security:
Electric Fence: Does major damage to anyone who tries to cross it.
Laser Security Grid: Enemies / Animals that cross it are set on fire. (Not sure how you'd build it, I'd think you'd build a device at each end, and the lasers would beam between them.)

I've mentioned this elsewhere:
The Molecular Recycler - Colonist put in guns or debris, and get metal out. Or they put in corpses and dead animals and get food out.

May have more later.




#33
Quote from: SteveAdamo on October 20, 2013, 08:12:21 PM
wow, the Spowl and Cheagle were particularly awesome...  ;D

The Spowl is defiantly the stuff of my nightmares.  ;D
#34
Ideas / Re: Your Cheapest Ideas
October 21, 2013, 12:25:19 PM
No need to apologize, this thread has just grown too large for anyone to take in everything in it.
#35
Ideas / Re: Your Cheapest Ideas
October 21, 2013, 11:25:12 AM
Recycling has been suggested several times on this thread, I think it may be time to lock this, as it's really becoming repetitive.
#36
Not to be mean, but British didn't make a specific suggestion, just stated a general thesis.
#37
Ideas / Re: Starting location
October 21, 2013, 10:38:02 AM
Quote from: Semmy on October 21, 2013, 10:34:10 AM
Indeed adding a smaller and large stockpile would be cool.
This way one can save space and materials.

Also shouldnt stockpiles have a max to what fits in. Or just seeing it loaded could be cool aswell.

i remember all those stacks of gold in evil genius made me happy

I believe seeing the contents of the stockpile as well as a limit to what it can hold, has been mentioned by Tynan. I know he said something Dwarf Fortress style stockpiles, but I don't play DF, so I have no idea what that means.
#38
Ideas / Re: Starting location
October 21, 2013, 10:29:15 AM
You're right it probably would be more logical if the escape pods broke down into say 2 metal, 2 food, and a sleeping bag. Also you probably shouldn't start with anything built. The first build order should be a small stockpile.

So in short good points all around.
#39
Quote from: Noxmutagen on October 20, 2013, 03:39:05 PM
still, dynamic changes to your environment are pretty much the same ideas. I dont think it'd bring peoples PCs to their knees like you said. from the video footage ive seen alot of the map can change dynamically anyway the crops grow over time some trees and plants phase out automatically. and then weather is already there.

The speed hit comes from redrawing tiles, the growing plants are sprites, and are less resource heavy. That said, right now overly large selections resulting in a large number of selection boxes is enough to slow most computers down significantly. I've been running build 221 for a while now, and too many hydroponic units can slow the game, as well as large herds of muffalo.

While I'm sure Tynan will improve performance a lot in the future, I still can't see drawing large numbers of map tiles dynamically any time soon.
#40
General Discussion / Re: French Community of RimWorld
October 21, 2013, 07:11:39 AM
For now how about just a few new sub-forums, say French, Spanish, German, and Russian.
#41
Support / Re: Windows 8.1 Messed Up Colors
October 21, 2013, 05:37:55 AM
Never mind, stupid Windows enabled red green 3D when it updated! :P Problem solved!
#42
Support / Windows 8.1 Messed Up Colors
October 21, 2013, 05:30:39 AM
I don't have the latest build (221) so maybe you've already fixed this, but after updating Windows to 8.1, my colors looked like this. It's like there's no green.

#43
Ideas / Re: Your Cheapest Ideas
October 20, 2013, 02:11:22 PM
Quote from: Haplo on October 20, 2013, 01:02:01 PM
I've noticed that the dead people have a health of 100/100 and you only see that they are dead because of the added (dead) to the name.
Could you please also set the health of the dead to 0/xxx?
I find it irritating that the colonists have sometimes less health than their dead attackers..  ???

It's not actual health, it's just how much damage it will take to destroy the body.
#44
Ideas / Re: zombies... lots of em.
October 20, 2013, 11:09:20 AM
I'd rather have gorram reavers! But let's call them Reapers, so we don't arouse the true evil in this world Lawyers.
#45
I believe that it will only be one biome per map. I personally don't see the problem. Each different planet type will have different challenges, adding to replay-ability.