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Messages - TronPrime1

#16
General Discussion / Re: Food Paste Usage
February 20, 2014, 10:46:29 PM
What about putting hoppers on turrets? Is this just thing for ammo when it's implemented or..?
#17
Ideas / Re: Social Activities
February 20, 2014, 04:09:05 PM
Tynan Confirmed the first suggestion on this thread: http://ludeon.com/forums/index.php?topic=2074.0

Well, he didn't confirm it specifically, he stated that all of the things on the thread (except two) were going to be in Alpha 2. 
#18
General Discussion / Re: "Confirmed" Features in Alpha 2
February 20, 2014, 01:07:55 PM
Quote from: Semmy on February 20, 2014, 12:50:58 PM
Why so much other fun stuff in there. I havent even had time to miss them yet d-;

I'm sorry, I'm not quite sure I understood what you meant... O_o
#19
Off-Topic / Re: Banished!!!
February 20, 2014, 01:05:21 PM
Quote from: ApexPredator on February 19, 2014, 05:10:47 PM
Red Storm, where is the review?

She's to busy playing it to give us a review. xD

In all seriousness, is this a game I should consider getting? It looks interesting enough.
#20
General Discussion / Re: "Confirmed" Features in Alpha 2
February 20, 2014, 12:50:32 PM
I'll probably make a Blasting Charge mod when Alpha 2 is out. I'd miss them so much otherwise...
#21
Off-Topic / What's your favorite game soundtrack?
February 20, 2014, 12:47:19 PM
Okay, I thought to myself, what game forum would be best to post this question on? How about the one for a game without a soundtrack? xD

GO!

Assassin's Creed 4 (Brian Tyler)
#22
Ideas / Re: New Job suggestion: Pet Tamer / Herder
February 19, 2014, 06:23:22 PM
You know, the community for this game is so awesome. Thank you for being awesome. I fully +1 this idea.

Something just popped into my head. You know those old American WWII posters? "Uncle Sam Wants You! Enlist Today!" How about: "Muffalo Man Needs You! Enlist today!"  Posted all over your colony xD



(Yes, I did just spend 30 min Photoshopping that baby. I'm not crazy)
#23
Ideas / Re: Security system
February 19, 2014, 06:13:33 PM
+1 On everything you said. LOVE IT! Tynan, you need to put this in Alpha 3.
#24
General Discussion / Re: Events
February 19, 2014, 05:57:56 PM
Quote from: bigwolf2101 on February 19, 2014, 05:49:36 PM
eny 1 know if Events can be turned off or can be moded in the next release as there a few I just hate and a few I wood like to add

exampal  2 ships fighting in low orbit and rekage comes flying every where and pods droping

Sir, I must commend you on your internetglish.

As for the OP, don't quote me on this, but I'm pretty sure that this will be possible as a mod in Alpha 2. As for now, if you don't like hostile events, play on Phoebe. She'll take care of those pesky raiders for ya.
#25
General Discussion / Re: "Confirmed" Features in Alpha 2
February 19, 2014, 02:34:58 PM
Quote from: Tynan on February 19, 2014, 02:09:09 PM
My daily changelog is public, so you can pretty easily see what's been changed:

Well, I wanted to go through and put in the features that people would care about the most in a single place. I'm sure that  the new AI failure condition framework is fascinating to you devs, but it doesn't mean much to us. This is basically a list of anticipated, highly suggested features that you've made comments on that make it seem like a liable feature in the next update.
#26
General Discussion / Re: "Confirmed" Features in Alpha 2
February 19, 2014, 01:09:27 PM
Quote from: Semmy on February 19, 2014, 01:07:15 PM
No blasting charges in alpha 2 for now.
And no melee weapons.

Well, there goes my minefield... Not having Melee weapons isn't really a feature as much as it's a lack of a feature. I didn't put melee weapons anywhere in the OP.

I'm trying not to put in what's already 100% confirmed as much as things that are speculated to be in Alpha 2 that aren't done yet. Thanks for the link though :)
#27
General Discussion / "Confirmed" Features in Alpha 2
February 19, 2014, 12:48:09 PM
So, I've been scouring the forums to make a compilation of all of the things that have official word of being in Alpha 2. Note that none of this is 100% confirmed, it's just all of the things that Tynan has talked about in a post, and publicly liked, or stated that it was already working in Alpha 2

Combat

Non-Lethal Weapons (Stun Gun? Gas Grenade? Dart Gun?):
Tynan stated on the famous Cheap Weapons topic that one of the best ideas yet was Non-Lethal weapons. These would be primarily used for capturing raiders instead of killing them.  NOTE: Confirmed to not be in Alpha 2 :(

Quote: "Nonlethal weapons is one of the best ideas in this thread so far :)"

Deeper Shooting Mechanics:
This one is a bit more difficult. Basically it means that higher-level soldiers will be more accurate, and less 'nooby' with their shooting. I'll let Tynan explain. NOTE: Confirmed to not be in Alpha 2 :(

Quote: "I would like to deepen the shooting timing mechanics. You'd get things like controlled bursts
from skilled shooters, wild sprays from amateurs, varying load times, and so on. It just hasn't been essential enough to do yet."


Less OP Blasting Charges, or NO Blasting Charges
This one I'm a little sentimental about... I just got to know the blasting charges, PLEASE DON'T LEAVE ME. All emotional breakdown aside, Tynan has given two possibilities to the fate of the blasting charges. Fate 1: They're gone. Kaput. Dead. Taken from existence. Fate 2: Raiders given AI to shoot and detonate Blasting Charges prematurely.

Quote:  "I was thinking I'd just either cut [Blasting Charges] (they're not that interesting, really, and don't make much sense in the simulation since none of your colonists are setting them off), or make it so some percentage of raiders are smart enough to stop and shoot them on sight."

Food

More Growable Plants
Tynan has specifically given us details about more plants, and has even told us it's coming in Alpha 2 (Or the next build, I'm assuming that's Alpha 2)

Quote: "This is actually coming in next build. I'm going to add some varied crops, you can set what grows in each zone, growing zones can be shaped any way you like (like stockpiles), you'll be able to grow decorative/dangerous plants as well as food..."

Hunting/Cooking
This one is actually one of the most anticipated features in Alpha 2, and the most confirmed out of all that I've looked through. Basically, you're going to be able to hunt and kill muffalos and possibly squirrels. It's also been "confirmed" that cooking and eating raider meat is going to be a thing. Bleagh.

Quote: "That's the beauty of a game like this. When you put in a game system, you just let it run to completion. So for a meat eating system, you'd have to artificially prevent it from producing human meat. And why would I do extra work to prevent that? Though I will have to do some work to create the proper psychological effects. But hey, it'll be worth it."

User Interface

Noticeable Messages
Yet another awesome idea from the Cheap Ideas topic. Basically, this guy told Tynan that he misses messages quite a bit (understandable, I do too ;)), so, he asked for a toggleable setting to make the messages more clear. Like it'll pause the game when you get a notification and automatically open it. Personally I like this idea. Link: http://ludeon.com/forums/index.php?topic=174.msg17808#msg17808

Quote: "...I'll look into it."

Construction

Walls Without a Roof
Hold on to your pants, we're about to get Roofless Walls!

Quote: No-roof regions have been programmed and are working well for Alpha 2.

Gathering Area (Bar? Pub?)
Oh, how I love this idea. Basically you have some sort of object or zone that you can define as a "Gathering Zone" or maybe a "Bar." It's a place where your idling colonists can hang out, relieve stress, and possibly take a nap. This one needs a link because Tynan's response is somewhat generic. Link: http://ludeon.com/forums/index.php?topic=2024.msg18827#msg18827

Quote: It's such a good idea that I put it on my short range to do list just a few days ago! Hopefully in Alpha 2.

Modding

Modding Support
Yes, there is going to be fully functional modding content in Alpha 2. Can't wait to see all of the things you guys come up with!

Quote: "...modding will be pretty fully supported in Alpha 2..."



So that's the list so far. Be sure to shout at me down below if I missed something important.


#28
General Discussion / RimWorld Film Project
February 18, 2014, 02:13:14 PM
Okay, so I decided to start a whole new topic about my project considering that the last one might have caused some confusion. I am making a 20-30 min RimWorld YouTube Movie (Colonizing Fall 2014). However I need some help with this. The one thing that is most needed at the moment is a CG artist. Someone skilled with modeling, texturing and animating 3D Models. Here's the issue though. I've been talking to Tynan, and at the moment I'm allowed to go ahead with the project, as long as I don't make any money off of it. That means no Kickstarter or Indigogo. Which means I have to fund it all out of my own pocket. So, the CG artist would have to work for free...

If the rest of you would like to contribute to this project, well, I have good news! You can help by following the G+ community and giving me feedback and such. You'll also get the latest news regarding the project. Right now, I'm in the scriptwriting stage. You guys can give me comments and affect the actual story as well. If you are a large contributor to the script, I'll put your name in the credits as a Script writer.

Here's the current team:

Scriptwriting Team
     (TronPrime1) Matthew B     Edward Black   

Set Construction
Brendon S (Unknown)     (TronPrime1) Matthew B
Edward Black

Location Scouts
Google

Actors
Gerald: Josh H (Unknown)
Rhodes: Edward Black (Unknown)
Sharpe: Kasey(?) (Unknown)
Elisha: (?)
Old Rhodes: (?)
Raider 1: Matthew B (TronPrime1)
Raiders 2 through 13: (?)
Robotic Voice: Kelly B

Film Crew
        Edward Black   (TronPrime1) Matthew B       


Current Stage of Development: Writing Script

The current script is linked on the G+ community, here: https://plus.google.com/u/0/communities/101424796349756960721

-TronPrime1

This project is privately funded, and is not monetized. No money is being made from this project. Special thanks to Tynan Sylvester for making the game and allowing me to non-commercially use his logo and concept for RimWorld to make this movie.