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Topics - keylocke

#101
i've been playing vanilla alpha 3b for quite some time and finally decided to check out some of the new user made mods available but nothing seems to work.

i've played and tested several user made mods on alpha 2, and it works fine. but the only mods that currently work for me on alpha 3b are the ones that came with the update (ie : royal bed, blasting charge, etc..)

i did the same thing i did for alpha 2, i placed the mods in the mods folder of alpha 3b and then activated the mods in the game menu. but user made mods aren't loading.

am i doing something wrong? is there a change in the way user-made mods are loaded now? i am confused.  :-\
#102
Ideas / deconstruct random generated ruins
April 17, 2014, 05:38:45 AM
yea. like the title said, it would be nice if players can deconstruct  the randomly generated ruins rather than waiting to get grenades to destroy them. ('coz it's ruining my feng-shui.. lol)

is there a valid reason why players can't deconstruct the ruins? i don't get it.

#103
Ideas / visitor zone, safety zone
April 12, 2014, 12:22:58 PM
-visitor zone : neutral visitors from other faction will idle in this location when they visit your colony. while neutral travelers will just go wherever they feel like as always.

-safety zone : when the notification for raiders initiating their attack pops up, undrafted colonists will only choose jobs within the safety zone until the notification of fleeing from all hostile parties in the map pops up. (this effect only happens on events such as raider attacks and massive animal attacks)
#104
Ideas / light affected area display
April 11, 2014, 09:39:14 PM
i realized how convenient it was for the cook stove and butcher table to view their collection areas, so i was wondering if it would be possible to also add the areas that are affected by light sources like sun lamps the same way that trade beacons display their affected area to make placing hydrophonic tables easier.

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also, maybe show the target range for the turret blueprint after it's been laid down on the ground.
i usually have to wait for it to be built just to gauge effective distances between choke points and other turrets. (i like trying to figure out effective configurations using minimum resource and real-estate.
#105
General Discussion / turret raid spawn increase?
April 11, 2014, 08:22:24 PM
i'm talking about vanilla turrets (unmodded).

does adding new turrets really increase the number and frequency of raider spawns? if so, how much does each turret increase the enemy roster? does the raider spawn have a limit cap? (ie: using debugmode seems to have a 1000pts raider spawn as the highest available)

but if the raider spawns have a limit cap, does this mean that if players created enough turrets, there's gonna be a threshold when raiders spawns become a moot point?

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in gnomoria, they keep increasing the enemy spawns based on kingdom value (overall wealth of the kingdom). which is why players need to balance their defenses appropriately with their kingdom's wealth.

but how does the storyteller of rimworld balance out the difficulty of spawns and events triggered? the description when choosing the storyteller AI is kinda vague with the details in what they actually do.. so it's kinda hard to gauge when the AI is suddenly gonna throw you a curve ball.
#106
is there a way to rescue friendly travelers that got incapacitated by hostiles, without their colony becoming hostile?

it's kinda strange just waiting for them to die, instead of rescuing them after they helped out in defending against raiders. they don't have to join the player's colony, but maybe rescuing people from other colonies can gain players some goodwill with NPC colonies?

#107
ei guys, i've been hanging around here trying to learn different base designs and combat tactics from the other good people here chatting around the forums. so i'm gonna try to apply and experiment upon several base design approaches and trying to figure out their levels of "effectiveness" (although this term seems to be rather subjective. haha). this is also my first attempt at uploading a let's play video on youtube and english isn't my primary language. (so apologies in advance)

without further ado, here's the link to the first part of a 2 part series:
https://www.youtube.com/watch?v=w1kWd3Iinsc

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this initial series will focus on a compact multi-tier base defense approach, prioritizing high damage and rapid fire weapons designed for close to mid range combat, while rendering enemy long ranged and thrown weapons ineffective.

the first part i uploaded is just the "prepping" part of the base while starting from scratch and the issues one might encounter while the base is still incomplete. there's a few discussion about the enemy pathfinding AI, as well as some explanations about the reasoning behind the defense (what is it intended for and how it's gonna work)

anyways, there also seems to be plenty of "downtime" when making a let's play video of rimworld (idle moments when no exciting events are happening), so i decided to just trim those out and leave you guys with the gameplay highlights. 

enjoy. ;)

edit :
also, i found the thread where i got the turret explosion rooms and the debris slow-down field ideas. http://ludeon.com/forums/index.php?topic=2255.0

big credit goes to these guys.  ;D

#108
Off-Topic / recording stuff..
March 17, 2014, 03:58:10 AM
may i ask what software do you guys recommend for recording on win7?

i tried using fraps (the free version), but the savefile was just too large and i ended up with several gigs for just a few minutes of video.  :-\


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nevermind, i just figured it out.  ;D
#109
Off-Topic / Universe Edge
March 13, 2014, 03:17:02 AM
http://steamcommunity.com/sharedfiles/filedetails/?id=229771883

based from the vid, it looks like rimworld + space engineers!  ;D

has anyone tried this yet? people hanging around rimworld forums seem to have decent taste for base building games so i value your opinions. what do you guys think? is the alpha worth buying or should i wait a bit more?
#110
so yea, just asking out of curiosity since i don't check my emails daily.
anyways, perhaps Alpha 3 could include an auto-updater or something?
#111
Off-Topic / project zomboid multiplayer beta is out
March 06, 2014, 06:13:58 AM
so.. anyone else here playing project zomboid?
it's kinda hard searching for a decent server right now but anyone here knows of a decent one, i'm all ears.  :)
#112
Ideas / Sneak Attacks
March 04, 2014, 02:25:29 PM
i'm not sure anyone has suggested this before, but how about adding the ability to do sneak attacks and maybe add visible line-of-sight cones so players can know the range and direction that is detectable by a pawn?

basically i've noticed that currently, the raiders seem to have such a long range of 360 degree vision/detection that is even further than the firing range of a sniper rifle, making it near impossible to sneak up on them. the only workaround at the moment is to use the terrain or structures against them for an ambush attack.

however, an "ambush" is often used as a defensive tactic (ie : the enemy must come to you), as compared to a "sneak attack" which is used offensively (ie : you must come to the enemy)

(inb4 : ambush and sneak attack are synonymous. if you have suggestions for what better terms to use to differentiate between offensive and defensive surprise attacks, i'm all ears)  ;)

anyways, the gist of this is that it places the player at a disadvantage and removes the incentive to go on a preemptive strike against their enemies, favoring the players to always stay on the defensive and bunker up. but the problem is that, this could get tedious after awhile since anyone who knows how to use "camping" methods while playing an FPS, knows how shamefully boring it is when used extensively.

so there really needs to be an incentive for going out on the offensive, the same way that defense has it's own incentives.
#113
now that alpha 2 is out and mods and modders have started popping up, i was wondering how the devs are gonna handle mod compatibility if ever they decide to add multiplayer in the future? (pvp, co-op, or whatever)

eventually there's gonna be mods doing full conversion, and even now there are already some mods that adds new gameplay mechanics that are unavailable in vanilla. so, how will the devs consolidate this features for players using different mods? will it be strictly restricted to vanilla? or will it allow multiplay between players if they have the same mods running?

of course that's assuming that multiplayer even takes off in the first place (still keeping fingers crossed). but still... i am curious.
#114
General Discussion / colony roleplay challenge
March 02, 2014, 03:44:56 PM
so anyways, i sometimes roleplay whenever i make a new colony and i tend to come up with strange rules/themes that needs to be followed by that colony in order to stay in character. so without further ado, here's a list of the strangest colonies that i ever made. (feel free to pitch in some of yours)

-space hippies : i mentioned this one on a different thread, but basically it's a group of unarmed colonists who likes to commune with nature by filling their houses with flowers and trying to "hug" everything that goes near. (especially boomrats for boomrat roulette). this game doesn't usually last long and is only done for the lulz. (reference : love and peace)

-vault 13 : i basically play normally but building towards the mountains, while keeping structures left outside to a bare minimum (ie : like a geothermal plant encased with several layers of stone walls). the moment that my colony hits 13 members, i close the only entrance/exit from the outside world and wait... the game can end in several ways : usually in madness or starvation, but the other ending is for the raiders to finally manage to break through the thick walls and attack the colonists. if the colonists manage to win, then they are finally free (this is the good ending). the first thing i usually tell them to do with their hard won freedom is to repair the walls and close the door ('coz it's drafty). (reference : fallout)

-hannibalism : whenever John, the unstable butcher, is spawned and joins the colony. any other male colonists must be captured and sold to slavers, while female colonists are kept as prisoners. afterwards, John goes on a steady meat-based diet (he is not allowed to eat nutrient paste or vegetables, or meals with only vegetables as ingredients). the game is decided based on how long John manages to survive without eating his female prisoners. (reference : hannibal) edit : the moment John eats a female prisoner, the game changes from hannibalism to hannibal unleashed. in this new stage, John can no longer eat anything else other than female colonists. he must also create an empty grave and a single tiled flower patch for each prisoner that was eaten. your score will be based on the number of empty graves/flower patch for each prisoner that was eaten.

-the meals have eyes : the colony cannot exceed 3 characters. the only thing they are allowed to build other than doors and walls are : solar panels, cooking stoves, and sleeping spots. whenever raiders drop in, they must disassemble everything they have built and start hunting those trespassers. then they must eat everything that they have killed. (reference : the hills have eyes)

-survivorbear : you can keep and control only one colonist and you must ignore the other 2. you are not allowed to build anything other than a sleeping spot. try to survive for as long as you can while eating raw food. (reference : survivorman, bear grylls)

-romance of the three colonies : each colonist from the initial 3 survivors (primogenitors) of the crash must create their own base. whenever a colonist is spawned, only those 3 initial survivors are allowed to capture them. the closest one gets to keep that prisoner (each base only has one prisoner bed and the player must switch those bed states to guide the AI where to place the new prisoner). only primogenitors are allowed to leave the base (change the AI priorities of the progenies to prioritize tasks that doesn't require leaving the base). the goal of the game is to be the last colony standing. each colony must try to survive raider assaults without help from the other colonies. (reference : romance of the 3 kingdoms)

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anyways, that's it for now... i'll post again when i come up with new ones.  ;D


#115
General Discussion / rimworld linguistics
March 01, 2014, 02:26:18 AM
i can see those colonists talking to each other. are they mad? are they happy? are they flirting with each other? or are they asking themselves why they don't get to drink and use bathrooms? i dunno.

in sims, they got these scat sounding gibberish language called simlish. (players don't understand what they're saying, but the tone of their voice is funny and people could practically come up with countless stories about what they think they are talking about.)

so how about rimworld? if this game would have a made up language so you can actually hear soundbytes when colonists talk to each other to fill the empty void of silence, what would you like to call it?  :)

(i usually name my colony as crashtopia, and the language they speak as crashtopian. but the default name is crashville, so i dunno how to call their language that doesn't sound weird. lol)
#116
Mods / where to search for event gameplay logs?
February 28, 2014, 11:45:32 AM
is this being logged by the game and saved in a file somewhere?
basically i'm searching for event logs of the game in a chronological order.

ie:

18hr day 1 : a drop pod crashed. (name of character, stats and other descriptions of the character within the drop pod are displayed)

6hr day 3 : raiders have arrived (name of raiders, stats, and gears)

and so on and so forth...

what file should i look for these?
#117
i'm trying to think of 'new' rules for a succession game especially for rimworld. so here goes...

what if :

-in the main post, a screenshot of the current base and colonist roster (their stats and what they look like). would be updated. including deceased colonists, the day they died and how they died would be logged. (including a link to the post of the participant on which the event occurred, detailing the story). a link to the most recent save would also be posted here.


-each participant to this succession game can look at the current roster of colonists, and if they see an "available" colonist, they can choose them as their in-game avatar and they must roleplay as that character and speak from that perspective. (ie : if you choose to play an 'oaf' or a 'noble' avatar, then you must roleplay as such)

-each participant plays 1-7 (?) days game time and then pass the save file on to the next person, until it reaches back to the leader, completing a cycle. (this time frame should vary based on the number of participants, since at randy random there might be far too many participants at the same time)

-the leader of the colony should be roleplayed by the person who started a game. (anyone can start a game or players can randomly choose between themselves)

-only the leader can set down the blueprints and assign tasks and priorities of "non-player controlled" colonists during his turn at the start of a new cycle. however, the leader cannot change the priority settings of other "player controlled" colonists, and similar to the restriction placed on the other participants, the leader can only control his own avatar unless he drafts other colonists (ie: the leader can only set the priority settings of NPCs, but not directly control their undrafted actions)

-other participants also, can only control their chosen avatars and assign their priorities. forcing them to roleplay as that character and micromanage them. (again, the only exception to this is when drafting someone. since players are allowed to control other drafted colonists, but they are not allowed to intervene with other colonist's actions if they are undrafted)

-if your avatar dies or if a new colonist is available in the roster. participants can choose to switch to a different avatar. but they will lose control of their previous one.

-if the number of players become higher than the available colonists. then they would have to wait until a new colonist becomes available.

-if the avatar played by the leader of the game, dies and there are no longer any npc colonists available to switch to during his turn. the game will end prematurely.

-when this happens, the "final game save" would be created and posted on the main page, then the game speed is placed on maximum allowing the AI to completely control the colony until the day they all die. then the leader of the game will log a summary of keypoint events starting from the beginning of the game to the end. chronicling the story of their colony.


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anyways, that's it. what do you guys think? is this feasible?

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-edit1: the leader can step down and choose a new leader. however, they can still keep playing their chosen avatar if they want to.

-edit2 : the date when a colonist joins will also be logged in the main post. along with their player history. ie: who played which avatar and when? (in-game days played) and a description from previous players can describe how they roleplayed that character, to inform future players about the history of a veteran avatar they might want to roleplay.

-edit3 : particants posting on the thread must tag the in-character and out-of-character portions of their post, as well as a summary of events for those who are tl/dr.
ie :

[IC (in character)]
"it was a cold and dark night..." *cough*
[/IC]
[OC (out-of-character)]
yea lol, i'm roleplaying my character as a noir detective wannabe. stuck in a hive of scum and villainy in a galaxy far away. problem?
[/OC]
[TLDR]
it was raining for 2 game days. the batteries are out. raiders have dropped in. we are heavily outnumbered by three to one. ok. your turn.
[/TLDR]

-edit 4: how about a new twist? at the end of a cycle, before the leader takes their turn again. participants of the game can vote to keep their leader or vote for a new one (if they don't like the layout of the blueprints or the priorities and tasks that are set by the leader). if the votes are inconclusive (ie : tie) the leader gets to keep their position if they still want to.

-edit 5 : another twist. instead of voting, why not just rotate the responsibility of the leader for every game cycle? (ie: if a player was the leader during the first cycle. then in the next cycle, the leader would be the next player that comes after his turn.)


#118
title says it all. if you can combine any feature from any other base building game you've played, what would those features be?

(note : you don't have to list every single game you've played. just list the relevant ones with features that you'd like to see combined into a single game, or you can just list features without naming a game at all.)  ;)

anyways, i'll start with mine,:

-smart tactical battle system and AI. (rimworld)
-intricate zoning systems for stockpiles and AI zone behaviors (rimworld/gnomoria)
-z-levels (including z-level combat) (castlestory/gnomoria?)
-multiple squad formation and squad tactics (gnomoria)
-custom uniform assignments (gnomoria)
-intuitive, yet complex production lines and economy (gnomoria?) lol. not sure..
-destructible terrain during combat (rimworld/castlestory?)
-different biomes with different effects and resources. (terraria/minecraft)
-exploration (terraria/minecraft)
-rabbit-holes (sims medieval)
-complex redstone-type mechanics (terraria/minecraft)
-multiplayer battles (starcraft/warcraft)
-great art (craft the world, spacebase df9, maia) (not a fan of 8-bit/minimalist. i tolerate it for gameplay. but in the back of my head i keep asking myself. "why can't we have nice things?")

(note 2 : terraria,minecraft, sims medieval, starcraft/warcraft : aren't "base building" games. but i think some features are applicable.)

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anyways, that's it for now on my list of features. what's yours?