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Messages - keylocke

#31
i dunno what qualifies as "game changing" either.

epoe can be quite game changing, though some only considers it as QOL mod. me thinks edb prep carefully is more closer to QOL, but the lines drawn can be quite arbitrary. for example, embrasures and those custom turrets can be quite game changing (making the game quite easy), but others might consider those as QOL.

but then there are mods that seem to be aiming for full conversion. <---- i totally support those dudes. (like call of cthulhu, rimworld medieval, etc.) coz with the right combination of mods, it's like you're playing a whole new game, then you see the game from different angles and develop new levels of appreciation for it.

out of the colony management games out in the market. i think rimworld has one of the most badass combat ever and it transcends scifi.
#32
nvm, i figured it out.

it turns out, the first and last item on the list needs to be zero, so i just needed to make extra items on that list to act as buffers for both ends.

since the "baby" lifestage for the custom pet i made is 1-5 years i could just do :

<li>(1,0)</li>
<li>(4,100)</li>
<li>(9,3)</li>
<li>(15,2)</li>
<li>(20,1)</li>
<li>(25,0)</li>


which gives me plenty of "babies" and "juveniles"
#33
for the people who hates surprises..

a new feature like minority report. it delays the activation of the event called by the storyteller and gives you a popup notification 3 hours before activating the event.
#34
Ideas / Re: Colonists Auto-Shut Off Workstations
April 18, 2017, 07:11:17 AM
i already use the day/night switch mod for my sunlamps, for everything else i still need to micro, which is why i like the suggestion of edixo.

but repower mod sounds nice, so workers don't ignore workstations while off (standby mode seems like an ok solution) maybe i'm gonna try this as well.
#35
vanilla when testing (duh), afterwards long hiatus while waiting for mods to update, then fully modded.

i've been playing rimworld since alpha1 so i'm no longer that excited with vanilla (unless there's some really cool new feature). plus, there are really some cool mods out there (i wish there was more).
#36
General Discussion / Re: Use for pacifists in combat
April 18, 2017, 06:22:25 AM
Quote from: SpaceDorf on April 17, 2017, 06:04:13 PM
They are also pretty good at rescuing downed pawns and bait.

Enemies shoot at the nearest pawns .. put some shielded pawns in front behind cover, and the absorb most of the enemy fire.

^this.

even enemy melee will try to swarm towards nearest visible pawn so keep your other shielded brawlers nearby the bait and out of sight (you can include your army of wargs and bears in the ambush)

once your brawlers are engaged in melee combat with enemy troops, try to focus your gunners against enemy gunners one at a time. (prioritize shooting at enemies with the best guns), let your brawlers and animal army handle enemy brawlers.

although prioritize killing enemy frag grenadiers and rocketeers first. (snipe them early or kill them asap in a melee ambush when they get close enough) prevent them from shooting at all cost.

enemy brawlers tend to be the first ones to die to this, letting your own brawlers/animal army free to continue baiting and outflanking the remaining enemy gunners.
#37
so i tried creating a new animal pawn.

i wanted them to spawn as "babies" like cute little puppies around the age range of 4yrs by adjusting the ageGenerationCurve like this :

<ageGenerationCurve>
<!--
age generation curve (X,Y) : X = target age, Y = percent chance of it spawning
-->
        <points>
          <li>(4,75)</li>
          <li>(9,20)</li>
          <li>(15,3)</li>
          <li>(18,2)</li>
          <li>(25,0)</li>
        </points>
</ageGenerationCurve>


problem is that doing so bugs the player landing and prevents the game from being started. (no drop pods are generated)

is there a code that is preventing the spawning of animal babies?

---

edit : inb4 pointing to other bugs :
-nope, when i removed the percent chance of the baby lifestage from spawning, the game works normally.

ie :

<li>(4,0)</li>
<li>(5,100)</li>
<li>(10,0)</li>


this works perfectly fine and spawns all of the animals as juveniles. hmm

help plz.
#38
General Discussion / Re: How do I cross the Ocean?
April 16, 2017, 04:27:30 PM
Quote from: b0rsuk on April 16, 2017, 01:46:34 PM
Quote from: ArguedPiano on April 16, 2017, 08:47:37 AM
Quote from: Seeker89 on April 16, 2017, 08:36:01 AM
Could be easy and faster to build a drop pod vs a boat.

A boat has to be big enough to hold everyone and displace the weight and water, and be build well enough to cross the sea, plus bad waters. And a big enough engine

A drop pod is like a steel box with a explosive device at the bottom. Well two, one to fire up and another to slow down.   

Just my 2 cents...

Would you rather cross an ocean using a raft or a cannon?
I don't see the logic in saying launching yourself safely across a vast distance is easier than building a boat (remember oars are a thing, no motor required)

See ? It's already happening. A sci-fi game ! So why learn to walk before you learn to run ? It's a sci-fi game so everything should be made of lasers.

did you just mention that everything should be made of lasers because scifi?

hmm.. that does seem like a valid point. i don't see any downside of having more lasers.

come to think of it, drop pods are cool because rockets ftw!

why would anyone wanna use those poverty boats made for peasants? ewww..
#39
Off-Topic / Re: Corrupt-A-Wish
April 16, 2017, 09:55:02 AM
granted : the meaning of your life is endless human suffering with the occasional lulz from silly cat videos and then you die. the end.

i wish i was a hot lesbian doing nonstop sexy times with other hot lesbians.
#40
Ideas / Re: Collectibles
April 16, 2017, 04:06:53 AM
Quote from: minimurgle on April 14, 2017, 02:51:18 PM
Just wait till the quest system is out in A17 and people will be all over this. ATM it's possible but it'd essentially be buying AI cores from merchants. You just gotta hope they have what you need.

that new quest system is starting to sound awesome.
#41
Ideas / Re: A17 Suggestions (Water wheel)
April 16, 2017, 04:05:14 AM
i wonder how "wide" the rivers are gonna be? how much space would it take up in the game map? would it occupy an entire tile in the world map? would it be in the middle or only in the edges like a coastline in the game map? if river is in middle of game map, how would players be able to cross it? what happens to items or pawns crossing it, does it have a current? etc..

rivers could be potentially awesome and game changing but i'm curbing my expectations.

my guess is that rivers would start out as mostly cosmetic change at the start (with minor gameplay impact) ie : like the water wheel suggestion. an added source of energy..

looking forward to how it gets developed further.
#42
Quote from: Ukas on April 15, 2017, 04:31:46 AM
Just accept all casualties and move on. Friendly fire has, and will always be a part of combat.

Sometimes these incidents make great stories, well in a sad but weirdly fun way. Like, one female colonist was "accidently" shot in the head by his husband during a fight against manhunter pack. She had cheated the guy with another colonist. The bullet caused a brain damage, the new boyfriend lost interest soon and moved on to chase another married woman - dirty ghoat was like 73 yrs old hahaha, I loved that guy. Anyway, the jealous and angry husband got to keep his wife after all. Brain damaged and unhappy wife, but I guess he was the type who felt no love, but couldn't just let go lol.

i agree with this dude, just roll with it coz friendly fire generates "drama" and it does make sense having it. accidental or not.

coz if you prevent your colonist from getting friendly fire, then how can you shoot one of your colonists deliberately?

friendly fire also works well against your enemies, since they themselves are prone to friendly firing their own comrades. it just balances things out.
#43
General Discussion / Re: How do I cross the Ocean?
April 16, 2017, 02:37:27 AM
transport pods that you need to build each time you wanna use them?

last time i checked, "scifi" does not supersede practicality. building drop pods just to cross the ocean is like saying a rube-goldberg machine solution is "a-ok".

unlike "fantasy", scifi at least requires plausibility. so unless there's a specific reason why people can't build boats to sail the ocean, then people are gonna wonder why boats are non-existent. (even meta-boats that get auto-built/scuttled when transitioning between water tiles and land tiles)

it's like slapping jimmy for suggesting something that makes perfect sense, just to force him to fall in line with your way of thinking. i don't get it.

if devs are gonna go that route and avoid adding a new feature, then at least make it up with the lore. say something like seamonsters or toxic ocean with harsh weather or whatever, just provide some "official" reasoning why pawns can't ride boats in rimworld.

otherwise, expect people to keep suggesting and wanting it. that's how it goes.

and timmy can stop slapping jimmy, coz jimmy would be like : invisible omniscient seamonsters so NO boats, ok. gotcha.
#44
General Discussion / Re: How do I cross the Ocean?
April 16, 2017, 12:01:52 AM
maybe there's a grue in that dark ocean. so transport pods are necessary, even though building boats would've sounded more logical.

jimmy : i got a bright idea to cross the ocean... let's build boats!
timmy : *slaps jimmy* are you mad?! we need drop pods you fool!!
jimmy : but why?!
timmy : *slaps jimmy again* stahp it jimmy, just stahp it!
#45
ouch. that's savage. keke.

a herd of boomrat manhunters would've been more fun.  ;)