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Messages - MultiDavid

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1
How long does one party last?
It lasts for about 4 hours in-game. It will be shorter if your pawns have no access to beer.

Hey rikki, i have had this question for some time, but for some reason my colonists dislike using oyster for... just about anything really, and since it is a joy food i feel its a waste.
I also noticed pawns don't eat oysters on their own. :-\ I did not found in the code how pawns look for beer or chocolate for now.
I will investigate further about it.
You can still manually order a pawn to taste the oysters! :)

I know :3

2
Mods / Re: Looking for mods that ''remake'' the game
« on: October 18, 2015, 05:02:19 PM »
Unfortunately, there isn't many mods that 'remake' the game with massive changes. The best bet is to try the hardcore modpack, or ultimate overhaul.

Ok ty, i will give them a try.

3
Mods / Looking for mods that ''remake'' the game
« on: October 18, 2015, 03:41:52 PM »
I have been looking for mods that ''remake'' the current game, an example would be superior crafting, yet i am unable to find more like these, do you guys know any ?

4
Hey rikki, i have had this question for some time, but for some reason my colonists dislike using oyster for... just about anything really, and since it is a joy food i feel its a waste.

5
Ideas / Re: Advanced Animals
« on: October 17, 2015, 06:48:58 PM »
The addition of animals to the game is absolutely fantastic; I love it! And I'm always absolutely heartbroken when I lose a dog or have to slaughter my animals due to starvation. But there are a few little things here and there that I think could do with some changing up!

Firstly: Animal Statistics
Like your colonists, I think animals should have skills; Learning, Fighting, Running, things along those lines. The more a dog an animal learns, the faster it starts to learn things, if you're lucky you might get a dog that starts with a high learning skill, or has a "fast learner" trait! Or even both; both! It would make some really interesting additions to how your pets work, and maybe you could breed these traits and skills down to get your ultimate herd of beasties.

Secondly: Renaming
The ability to rename your animals! Honestly, I feel a little bit sad just giving all of my chickens numbers, and it really does it to my OCD when chicken 2 dies, and I just have chicken 1 and chicken 3. It would just be nice to be able to add a little personal touch, like you can give your colonists "nicknames".

Thirdly: Animal Backgrounds
Relating back to animal skills, much like the human backgrounds which add positives and negatives on specific skill sets, it would be interesting to see animals with backgrounds! To use dogs as an example, you might have a dog who has the background "Rescue Dog", making them quite skittish, and unable to do "Scary", AKA fighting. Or you might have a dog with the background "Pit Fighter", whilst this dog is lovely and fluffy now, he's quite strong and excels in combat! Or maybe a dog with the background "Farmed Puppy", who has a de-buff to fighting and hauling, but because she's still all gorgeous and cuddly, she's extra good at cheering up colonists! Which brings me to my fourth point...

Fourthly: Colonist Effects
Animals and Colonists should have effects on each other! I noticed in my latest game that my colonists get upset when they share a room with an animal. Personally, myself, if my dog or cat sleeps in my room or on my bed I feel absolutely honoured! I feel like colonists should get a slight happiness boost when an animal sleeps in their room, and a more significant boost if the animal belongs to that colonist; and vice versa for animals! But you could end up with animals getting negatives from failing to be trained, or from accidentally being hurt by their master, or they could get perks from succeeding at a training lesson, or from the implementation of treats! There should also be an interaction aspect, which I don't think should be down to the handling skill, but purely as a Joy activity; all colonists can interact with animals who have been trained in "Obedience" (As then, they're more like pets!), and they get joy out of it! If an Obedient animal hasn't been played with for a while (I feel like time should depend on the animal; dogs get a lot lonelier than cats in the real world!), they should get a de-buff which makes them sad, and perhaps slower to work.

Fifthly: Mounts!
I would love to see some of the large animals be usable as mounts! I think it should be a training skill that takes maybe 16 attempts? Double that of hauling, and then the animal requires a saddle! Colonists using the mount should be able to fight without interruption, but only the "master" of the animal can mount. Melee stuff would be affective whilst mounted, and ditto with bows, but guns should be more difficult to shoot whilst mounted. Certain mounts (like wargs, and potentially thrumbos) should be able to attack. If the mount is killed, the colonist is instantly incapacitated, as realistically when riding a horse, if your horse had fallen in battle, you were likely to get stuck underneath it, or have various bones broken. Perhaps this could come with the addition of horses! :D

And of course, I'd love to see the addition of cats and foxes.


I think those are all of my ideas for now. I know that this is definitely not an easy task, and it's not something I expect soon or at all ever, as I know it may be difficult to do, but it's definitely something I hope for! If y'all have any suggestions, just let me know! Cheers!

I like one, two, four and five, though im not sure how 5 would work since there is nothing like it currently in game.

6
General Discussion / Re: A matter of thrumbos
« on: October 14, 2015, 05:11:49 PM »
Me and my friend both play rimworld and recently we were disscussing thrumbo based cavalry. We got on to the topic of the lenth of a trumbos neck. I think a thrumbo being a tree eater like a giraffe as well as being depicted with a long neck in the sprite. makes me think giraffes neck. My friend does not. Thoughts?

I believe its more related to an elephant than to a giraffe, most likely it is naturally tall enough to get to the normal rimworld trees, not to mention a giraffe would never eat bushes since its too hard, but thrumbos can easily eat them.

7
General Discussion / Re: new owner of the game
« on: October 02, 2015, 06:37:43 PM »
Been watching rim world a long time i paid today to get the game, and i must say i lost the whole day. LOL love this game so much do to.

 :)

Welcome to the club, we have booze and free cookies :P

8
Ideas / Re: I can fly!
« on: September 29, 2015, 02:19:25 PM »


Humans in Power Armor can be loaded into and fired out of cannons for deepstrikes!
*clap clap clap*

9
General Discussion / Re: Your Starting Colonists and Priorities
« on: September 28, 2015, 09:00:01 PM »
I accept the first three random colonist the game gives me, and start... more interesting that way, forcing me to adapt to the skills they have.

What if you get the medieval lord one :D ?

Then I deal with it,  and their other back story changes what is good. They can be excellent research, and social, and medicine. And they can still participate in combat. It is all about adapting to what the 3 combined can accomplish.

All for one, and one for all :D

10
Ideas / Re: More foragables
« on: September 28, 2015, 07:53:15 PM »
Excellent idea. I don't even have anything to add! :)

+1

11
General Discussion / Re: Your Starting Colonists and Priorities
« on: September 28, 2015, 07:29:16 PM »
I accept the first three random colonist the game gives me, and start... more interesting that way, forcing me to adapt to the skills they have.

What if you get the medieval lord one :D ?

12
General Discussion / Re: Your Starting Colonists and Priorities
« on: September 28, 2015, 06:05:43 PM »
I try to get as many skills covered as possible. Even if they start low, you can train some skills quickly if the colonist has passion for them.

I prioritize social, art, crafting and medicine, because these are slow-to-train skills that you might not get (high enough) on later colonists. I would also never play without someone who is decent at research, because getting geothermal power quickly is so important.

That is interesting, care to explain why you think getting geo power quickly is important ?

13
General Discussion / Re: Your Starting Colonists and Priorities
« on: September 28, 2015, 05:34:43 PM »
Hey all, just curious to see what you pick for your starting colonists now that there are more skills which are good to have. I had always looked for mining, growing, social and research, but now I feel I need an artist and a crafter as well in order to improve moods and make good clothes. What do you guys prefer to start with and what do you put on the back burner?

Second, I have found that starting out is harder and you really need to lock in a good food supply quickly. What are your preferences when it comes to build orders? Do you prefer to do coffin bedrooms or just a barracks? I hear barracks can work well if you have enough art, but there is also the sleep disturbance debuff.

I'm curious to hear your thoughts on all of this as I feel that a lot was rebalanced in a12 and it would be good to have an update on people's points of view.

Nothing below 10 animal, i usually look for people with at least 3 in construction and mining, and a dude with at least burning passion and a 5+ on growing, research is optional, and i never take those people with the psychically sensitive ( +80% ) debuff.

Also, i start by finding a corner, set up basic stockpiles, a 2 sun lamps's worth of potato crops and queue up the fridge and the barracks ( i do not give them separate rooms, not worth it )

14
General Discussion / Re: How do enemy Raiders work?
« on: September 28, 2015, 03:25:31 PM »
How do enemy raiders/tribal people work?

Do they send more if you have a higher wealth or do they just send more and more and more?

(I play on randy random challenge.)

They send more as times goes on, and also based on your total colony wealth ( value of items, food, buildings, colonists, etc, animals are not included i believe )

15
Outdated / Re: [A12d] [AI] Enviro SK v.0.6 Wild nature (28/09/15)
« on: September 27, 2015, 11:06:15 PM »
Hm... could you please make it so animals don't attack boomrats and boomalopes, it seems... stupid, also, i have no idea why some animals go on murderous killing sprees xD

Already done, with food chain. Boomrats and boomalopes have much more danger.. but if carnivore animal have no other choice.. will try to attack them anyway or try to starve to death? Animals find that it is necessary take a chance.

I understand that part, but yet, for some animals ( like the iguana, which is an omnivore ) they seem to go on killing sprees, attacking everything and anything they can get their hands on, which, in the iguana's case, should be even more rare, due to them being able to eat grass and so on.

My own dog decided it would be fun going after 2 boomalopes with a squirrel nearby >_<

In future i suppose to rewrite.. selecting targets with calculating not only individual animals, but packs too. And individually may prohibit.. boom* animals..?

I wouldn't say... prohibit, something as simple as increasing the range of the carnivorious animals's ''detection'' would do it, and making omnivores prefer grass to meat.

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