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Topics - keylocke

#21
i've used searched. save roll failed.

does any of the embrasure mods allow heat/cold to escape?
#22
^title.

i just saw the new third option : colony, tribe, community.

tried to google what community be like compared to colony and tribe.. google just gave me potatoes.

halp!
#23
sup rimworld fans?

has anyone tried the game Life in a Bunker yet? do you guys recommend it or is it too early to buy? (i don't wanna make the same mistake when i got castle story)

are there battles? (i like battles)

i'm really liking their trailer in steam.
#24
^title. (hoping to get answers here)

what are the things that have the highest walking penalties?

ie : marshes have 36% walkspeed, shallow water have 52%

what's the walkspeed penalties for sandbags, walkable furnitures, stonechunks, corpses, etc?
do they all have the same walking penalties?

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what about cover? what's the cover value of trees, stonechunks, walls, etc..

i try to mouse over these things and look at their info screens, but it doesn't tell me these values.
#25
^title.

i don't get why your pawns try to heal prisoners first instead of your colonists. is there a reason why they do this?

if you heal your colonists first (ie : heal your other potential doctors), healing the prisoners get more efficient coz there's more of you doing the healing. i don't get why pawns need to be micromanaged to do that.

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i also don't get why cooks don't prioritize butchery first. they try to haul meat from far away or try to make a meal from just veggies, instead of butchering the animal corpse that would actually give them the ingredients that they need.

imagine a normal person in real life trying to cook a meal. they got some frozen fish/chicken/pork in the freezer, but instead of chopping it up to prep for a meal, they completely and totally ignore all that delicious meat and decide to bake some potatoes instead. AFTERWARDS, that's when they decide to chop up their meat.

so now, it would be great time to cook some meat and taters soup, aight?

but you can't.. coz all your potatoes are gone now. you already ate it like a champ.

so now, the only meals that you can cook with an all meat ingredient are fried chicken.. fried chicken with no mashed potatoes. because yea.. you already ate all your potatoes. no more delicious meal set for you.
#26
Ideas / portable trap/cover deployment overhaul
July 10, 2016, 03:22:21 AM
-i think traps should be craftable items that colonists would put into their inventory when available.
-a colonist that has a trap in their inventory would have a deployment button available when selected.
-this makes trap deployment during battle feasible. (ie : deploy traps then fall back)

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-there should also be deployable covers like a pavise made of wood and kevlar (iirc, armor vests are made of steel. so steel should substitute for kevlar)
-a pavise should give the same amount of cover as a sandbag but has lower health/flammable.

#27
[rant warning: beware!]

it's been awhile since i last played don't starve together coz i was turned-off in joining old worlds coz of the imbalance in resource scarcity during winter.

twigs and grass gets rare coz people keep hoarding it (and then losing it via fires accidentally or not.. mostly from those flame hounds in summer or players trolling)

so usually around day 20 and upwards, new players joining old worlds can't find sticks and get forced to log off/on so they don't get eaten by the night grue before they can scavenge some sticks from random tumbleweed drops as they spend several days logging on/off searching for desert biomes for tumbleweeds.

but usually new players joining old worlds in winter, freezes or starves to death long before new players find their first twig.

this is a problem since it forces/encourages players to migrate between different worlds to avoid winters.. not to mention that bases in don't starve are more like a collection of storage boxes and crafting tables, rather than a "real base" compared to similar games like minecraft or terraria. so there's barely no safe haven.

----------------------

anyways, don't starve together was an impossible idea made possible when someone managed to create a multiplayer mod for the game. proving that a multiplayer game was plausible and that there was a huge demand for it. (klei eventually managed to cash in on don't starve together despite their initial stance that it was not possible to add multiplayer)

but the problem i see right now is for some strange reason, the multiplayer aspect of the game remains horribly imbalanced. especially for casually joining on a host server.

ie : the timing of when you join is so important in determining whether you die on your first day or survive long enough to collect enough materials to get you a fighting chance. the number of online players is also important coz a new player joining an old world can't survive winter without any help from other players, since the materials you need to craft thermal stones, tools, etc.. will often take you several days to gather and you can't survive a single day in winter without finding/crafting the right tools. not to mention you'd probably starve at around 2-3 days if you can't find a stable source for food.

so basically, i think the devs are still fixed on the single-player balance of the game instead of the multiplayer balance. i feel like they have their mindsets trapped inside a box. or something.

don't starve multiplayer is one of those gems that seems like it's about to go to waste due to some lack in "vision" for it's development. maybe that's why i felt like ranting about it. haha.

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anyways, i've also started joining the don't starve together forums, but posting needs to pass through moderator approval.. which takes so long.. yadayada.

i'm glad rimworld had an easily accessible forum.
#28
i'd like to suggest that grenades should no longer be equipped as a weapon. rather, colonists should be able to craft grenades the same way they craft artillery shells and just automatically add grenades to their inventory like they take meals into their inventory as long as there's an available stack of grenade in the stockpiles. (maybe a max of 6 grenades per person) (grenade type to be equipped can be controlled in the outfits management)

then there would be a button when drafted to "lob a grenade" towards a target (no more auto-target for grenades) this would throw a single grenade on the target position.

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they should also be able to craft (not build) IEDs similar to the way they craft grenades and artillery shells. (max of 3 per person)

then there would be a button when drafted that let's them "deploy an IED" on target spot. this allows for quick and tactical deployment of IEDs.

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i think that there should be a choice on whether a colonist would equip a stack of grenades or a stack of IED (default is frag grenades).

they can just adjust their setup in the outfit management screen.

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as for raider AI using grenades and IEDs :

-if raider with a grenade detects 2 or more colonists sharing the same tile or in adjacent tiles within raider grenade range, then raider will prioritize throwing a grenade

-during siege raids, raiders will deploy IEDs around their perimeter, leaving nasty "surprises" for haulers and people trying to sneak up on them while they sleep.

-during normal raids, if a raider is equipped with IEDs in inventory, if raider is stationary and it detects that it is being targeted by a melee attacker(s). raider will deploy an IED on a nearby tile facing the melee attacker(s).
#29
Ideas / alternate startup for ironman mode.
April 23, 2016, 09:54:41 PM
this suggestion is for hardcore ironman mode :

when you drop down from the sky, it's kinda weird that you have a pistol, a survival rifle, and a plasteel knife for weapons. you also have wood, steel, silver, medicines, packaged meals, and components.

i think a player can still survive and thrive even without those "start up kit", other than whatever it is in each character's own inventory (maybe a colonist occasionally spawn with medicines and a few packaged meals already in their inventory)

for medicine and food, i think there should be wild healroot growing randomly in all biomes that can be harvested. there should be "wild" variations of most crops depending on the biome (ie : wild strawberries are unavailable for hot climates, wild rice is unavailable for cold climates, etc)

as for weapons, the crafting spot is the primary source of weapon until you can acquire more via trade or looting.

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players can actually just do this without coding. just leave and ignore all the items you dropped down with, let the freebie pet die and go tame and earn a new one.

i guess, i'm just suggesting this as a variant for ironman mode.

i like the notion of truly starting from zero when it comes to technology, like a real survival game before slowly and organically learning to do new stuff.
#30
Ideas / reverse engineer items and buying blueprints
April 21, 2016, 01:23:30 PM
^title :

this is mostly a suggestion to enhance the research system.

ie : i think in order to unlock the technology to build high-tech items (like sniper rifles, power armor, prosthetic, turrets, geothermal powerplants, spaceship, etc.) the player must first need to acquire a "sample" of that item and then create a research bill to reverse engineer items to unlock blueprints at the expense of the sample getting destroyed in the process.

another way to acquire blueprints is to buy it off from traders. this is especially true for blueprints of buildings like solar panels, geothermal powerplants, turrets, etc..

edit : blueprints may also be dropped as loot by raiders

--------------

currently, all research technology in rimworld is "invented" by some random dude sitting in front of a research desk. so technological advancement tends to be very linear.

my suggestion is :

acquire a blueprint (via reverse engineering an item or buying from traders) THEN research those blueprints in the researching table to unlock the technology.

this way, research isn't just a linear development.. you don't suddenly learn how to build a geothermal powerplant just by sitting in front of a desk. instead, you need to acquire the necessary blueprints and then study those blueprints in order to unlock the technology.

----

currently, it's too easy to reach the end of researching tree coz the only real investment it requires is time.

however, adding blueprints allow players to better appreciate the gradual advancement of technology. it also introduces a new metagame where players need to find and "collect" new items for reverse engineering.

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edit :

additionally. i also think that crops need to be unlocked by acquiring "seeds". seeds are essentially the equivalent of "blueprints". but they don't require research to use.

some seeds can be bought from traders, other seeds can be unlocked by harvesting from the wild (depending on the biome and season).

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another thing that i think needs to be acquired are recipes. they are similar to seeds and blueprints, but they are to unlock different types of meals (fine, luxury, packaged, etc).

recipes could also be used for crafting medicines.

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to sum things up :

blueprints : can be acquired via reverse engineering or trade or as loot drop from raiders (mostly pirates or outlanders). needs to be researched after acquiring.

seeds : can be acquired via harvesting from the wild or trading or as loot drop from raiders (mostly tribals).

recipes : can be acquired via trading or maybe even via random social interactions with visitors or as loot drop from raiders (tribals, pirates, outlanders)

this should make technological advancement less linear.
#31
^title :

i think aiming should not be reset when a colonist use weapons that can be used when moving in real life. like pistols, uzis, etc.. (mostly guns with weak recoil)

i saw this in another thread, when they were suggesting to add mounts and being able to shoot when mounted. https://ludeon.com/forums/index.php?topic=19220.0

i think mounted combat (animal or vehicle) + the option to shoot while moving (at the expense of accuracy) could be great additions to combat.
#32
Ideas / forced population cap and storytellers
April 17, 2016, 07:27:53 AM
as anyone who's been playing rimworld awhile realized, having a lot of colonists lowers the probability of recruiting more people, while on the flipside having few people increases the probability of new recruits.

i'd get right to the point. think this "feature" should get scrapped.

i think population cap should not be up to the storytellers to decide, it should be up to the player. recruitment and enemy incap probability should be the same from the early game up to the late game regardless of current population. it should be all up to the player to decide if they want more or less people in their story.

the game can just give a tutorial warning that tells players that recruiting too many people also increases raid difficulty, and then let the players decide their own fate and how they wanna play the game.
#33
Ideas / world map available faction list
April 16, 2016, 12:58:08 PM
^title

i think the factions available in the generated world should be shown in the world map.

reason :
it's coz the type of trade caravans available is dependent on the type of faction. like bionics and guns mostly appear from outlander faction traders, while tribal traders seem to focus more on tribal weapons and other low-tech stuff.

currently, player needs to actually check the faction markers in the map one-by-one to actually figure out the available factions. this is too much hassle.
#34
Ideas / research derps and low tech options
April 15, 2016, 08:12:00 AM
why do colored lights and carpets need to be researched?

it's too simple a technology to even require research. why can't they just build that from the start? it just seems like it's behind an unnecessary research wall.

contrary to that, i think stuff like turrets solar panels, wind turbines, fuel generators, sun lamp, auto-doors, etc. need to be researched first.

since there's now the option to cook food using wood for fuel so electricity is not that essential for survival anymore.

though i think there ought to be permanent campfires, which would generate light and heat when fueled by wood for a low-tech ability to counteract hypothermia in cold biomes. and maybe add a new furniture like a drum of water that allows the low-tech option for colonists experiencing heat stroke to take a bath to remove that status effect.
#35
Ideas / "new game+" mode
April 11, 2016, 07:05:48 AM
i got the idea from this thread : https://ludeon.com/forums/index.php?topic=18489.0
from Lady Wolf, so i decided to formally suggest it here.

gist is :

if you launch people into space using the spaceship, their stats and equipment should be saved and exported to a file.

then when you create a new colony, you'll have an option to load and use the exported files of your previous colonists. (like a "new game+" mode)

and to make it more "fun", maybe make this feature only active on ironman mode..  ;D
#36
something strange happened, not exactly sure how. people stopped eating the prepped meals (simple to lavish, 60 each).. and started eating only raw foods (ie : potatoes)

have this happened to anyone else?
#37
a few things seems to have slipped us past testing.  :o

-captured colonists still flee from berserk prisoners unlike normal prisoners who just slug it out when attacked.

-taking incapacitated people to bed in a crowded space full of people and adjacent beds, traps the warden in a loop. the incapacitated person being taken to bed keeps "falling out of bed" (they fall to the floor as soon as the warden drops them to the bed), forcing the warden to pick them back up and redo the process all over again. it seems to occur when the adjacent beds are already occupied by other incapacitated people.
#38
Ideas / nicknames or codenames should be earned
March 23, 2016, 09:34:35 PM
rimworld is all about stories. like the way art often depicts the things that occur in their colony.

i think nicknames should be earned and should reflect that character's "legend".

ie :
-if character was a very good sniper that killed plenty of enemies, he could earn a nickname of "longshot" or "bullseye" or whatever.
-there could be an xml list of all available nicknames and what are the criteria for a colonist to "unlock" those nicknames. (they're like steam "achievements") this would also make it easier for players to add more nicknames and criteria.
-colonist can earn multiple nicknames. players can choose available nicknames for that colonist via drop down button.
-criteria can be : kill X amount of enemies using X weapon, or craft X amount of X item using X material, etc..
-additional criteria could be gender, age, background, etc..

----

anyways, each nickname tells a story that is unique for that character. so that when they die, their "legend" can be inscribed on their grave. to remind others of how great (or awful) that person was while they were alive.
#39
Ideas / better aggro AI
March 23, 2016, 09:21:12 PM
as you well know, there are some combat exploits in rimworld that makes it so much easier to trick and defeat the enemy AI. i'll try to list them here :

1)check your enemy's targets, these colonists will act as your bait. you can run your bait near your other colonists as they shoot your enemies dead while they chase the bait. (joggers with personal shields make the best bait) : effective with most enemy raid types, as long as they target people who can actually outrun and survive their attacks.
2)shooting outside of enemy firing range : effective with sieges, sappers, evil ship defenders, raiders still prepping for an attack. you can usually annihilate them with snipers.

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suggestions for aggro :
-attacking a member of an enemy group would aggro everyone in that group.
-for aggroed siegers,sappers,evil ship defenders, and raiders still prepping for an attack : they will continue to chase you for as long as they have line of sight, before returning back to their initial positions.

suggestions for choosing a target :
-each colonist has a default "threat level" based on their current equipped weapon and relevant combat skill.
-enemies will prioritize closest target within their LOS(line of sight) that has the highest threat level.
-each time a colonist deals an amount of damage against enemies, this will increase their "active" threat level for that battle.
-each enemy has a "damage threshold". if that threshold is exceeded, they will reassess their current target. fellow raiders within LOS will also reassess their current targets.
-if enemy reaches their damage threshold and is being targeted by multiple colonists, that raider will attempt to fall back away from LOS of colonists.

edit :
-enemy should also reassess targets when "new" targets enter their LOS.

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i think these changes would increase the enemy difficulty without having to increase their quantity.
#40
-what does each def do? i think there should be a summary comment inside the xml file to describe what that def does.
-what does each xml tag in each def do? i wish there would be summary comment that describes what each tag does, or if a tag references values from other def files.