Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Vas

#41
Ideas / Multiple towns
November 08, 2014, 12:08:03 PM
As for something else I mentioned in another topic, https://ludeon.com/forums/index.php?topic=7344.0

This building (The caravan station) could be used to move your colony.  You simply put all the supplies you want to take with you into the crates (a stockpile type item), that are within range of the caravans you are building, maybe even each caravan you have increases the amount you can transport.  Each one having 6 slots in it, each one requiring one colonist as well to take.  So you load up your supplies and find a new location on the map to move to.  Old colony locations are now marked grey as "abandon colony", and you set out and make a new starting colony somewhere else with everything you took with you.

Perhaps, you left some people behind, then this makes the old colony just "Town 1" or whatever you named the colony town, while the new one you forge, gets it's name after 7 days if living there.  Then you can jump between both towns and manage them both.  The other pauses while you manage the other.  Unless you want to have it keep tracking time in both and send you red alerts through the mail system when something happens in another town.

A bonus feature of using two towns, would be that you can send supplies between both.  The further you are, the longer it takes the caravan to travel across the map.  The possibility of upgrading the method to better caravans, maybe even with science and technology to unlock cars, or trucks, and even orbital dropping your supplies like traders do with a large sort of cannon that launches the supplies up.  Taking some supplies to make the container that protects the supplies on drop and cloth for the parachute.

If you do this, you should add a new right click menu option to all items that says "Load into caravan" or "load into orbital drop cannon".  This would put the supply into a box and use the cloth to make it a parachut and load it into the cannon where you right click the cannon and select the town you wish to send the supplies to.  Or loads the supplies into a wooden crate and puts it on the caravan.

If you transported all from the colony, your old town gets marked "abandon", however you can return to it.  If you left it only 2 months ago, you'll return to find some of the supplies have been raided, maybe some food expired and disappeared.  If you left it a year ago, you'll come back and find a lot of decay has happened, random raiders had destroyed sections of it trying to find goods, it'll basically be a big mess of decay and ruin, but it'll still be repairable and stuff and you'll probably still get something out of it.

I could try and expand on this idea further, but I'm not sure what Tynan would think of it.  I mean it would probably be pretty complex and time consuming to implement, I assume.
#42
First idea, alerts.
I'd like to see, is a red alert zone.  A button that when I click, will alert ALL colonists that there are enemies in bound.  Maybe even require them to have a hand held radio device in their inventory (Like, equipped but not take up the usual slots, as it is small) (maybe even require building radio towers for range of communication.) so when colonists are way out far off doing stuff and have a radio, and you click the red alert button, they all fall back to an area you have marked as the "safe zone".  This is where all non-military mode NPCs go, and they do jobs found only in the red alert zone as if there is no path outside that zone.  This would be like marking home zone or roofless zone.  But another color.




Second idea, ally aid.
----------------------




Third idea, bases.
I'd like to see a more advanced version AIs building in your map.  Instead of them just moving in, building two mortars, and some sandbags, they could end up building a whole town and bunker it in and stuff in your area, and if you don't put a stop to it soon, they may end up taking over the map, and having a permanent foothold in your territory.  I don't believe this would be too terribly hard, I mean you can tell the game to save blueprints for building layouts and stuff, so when the enemy wants to build a bedroom, they choose from 3 available bedroom types and find resources they can use to construct it.  I wouldn't mind helping make some blueprints even for NPCs to use for bases.  Anyhow, moving on with the rest of this idea.

Now that you have an enemy base in your territory, resources of the map are hurt that much more.  You can't mine in their territory, or you might get shot at, and same for them.  However, they are AI, so they avoid anywhere they have been shot at, so maybe the enemy AI puts an "avoid area" zone down in areas that have turrets or visible defenses, and at whatever locations they were shot at by turrets.  This prevents them from taking jobs in those areas.  Same goes for you, you can place down avoidance zones to prevent your colonists from automatically taking jobs in those areas, and are required to walk around it rather than through it to get to the other side.

However, this idea isn't just for enemies to move in, but allies as well.  If an allied faction sets up a base in your territory, or even just a small outpost, you could both set a trade zone, maybe use the radio that lets you talk to traders to talk to the outpost people, and it have more options for people who are in your area so you can ask for them to deliver a certain item to your "Shared Stockpile", or even just that orbital drop thingy (the AI can carry it to your base, rather than orbitally dropping it in).  They may request something in return, most likely gold delivered to their area  Stock piles would have a new option on them, allowing allies to take from them.  If something is in a stock pile, you can't take it if it isn't yours, unless you manually click on it and click "steal ____" rather than "Haul ____".  This would be a default option for enemies that want to steal your stuff.

We all know that AI would have a difficult time mining and such, so maybe they get drops of stuff from their home base every so often to keep them well supplied with food and all if they need it.  Pretty much like when they first arrive (in the event where they set up mortars and such).




Fourth idea, planning.
Late game enemy raids are killer on pretty much any computer.  The enemy AI should be more intelligent than just running forth for the nearest door.  They often completely ignore structures that are walled off completely and go for the nearest door.  Even ignoring turrets till they are first fired upon by them.  I think the enemy AI should be able to plan their attacks.  Enemy spawns that spawn with "and are planning their attack" should actually plan, rather than wander around aimlessly for a minute before charging in without any plan at all other than to suicide themselves upon my one door with 30 turrets, when there was a vulnerable spot half way down the mountain that was a one block thick wall or even one block thick rock that they could have gone over to and just blown a hole into it or even mined it and charged into your base that way.

If the only way in looks like a death trap, they should learn to make a way in.  Mining a tunnel 2 to 3 blocks in width into your base from another part of the mountain.  If it looks like they can't get in even through that method, then they should call for reinforcement supplies, and switch from an assault, to long range bombardment with mortars and food supplies.  Depending on the numbers, depends on how many mortars they build so if you are too heavily defended and a large army comes flying in, you could end up having 5-8 mortars to defeat before your base ends up as Swiss cheese.




fifth idea, visitor areas!
It would be nice to be able to build a visitor area, with green beds rather than standard color stuff, or like the prisoner area turns orange, the visitor area turns green when you click on a visitor bed.  Maybe with a home zone type setup, you can add a visitor area zone as well that turns one area of the map into a visitor zone where visitors will automatically try and go towards.

If you put food and stuff in this area, it automatically puts a forbidden label on it so your colonists don't go pick it up later.  This way only  the visitors can interact with the items there.  If you have visitor beds and such, they can rest and stay in your area for a while, perhaps even give the chance of one or two of them joining your colony before they leave, or even a random event where they may drop some silver or a weapon or something to leave for you for taking care of them so well.

This are could also be used to tend to wounded allies of battle, like I mentioned in the second idea on this page.




Sixth idea, ability to hide.
Why is it the enemy always ALWAYS knows where you are?  They could land half way across the map, and know where everything is, even if it was hidden under thick rock roof which they couldn't possibly know at all.  Especially if they are cave men.  I could have mined a hole in a mountain in the middle of the area and one of my people is out there in it, and the raiders pile themselves up inside there because they know one poor sap was mining hidden away under 50 tons of earth because of their phychic mental link with the world and knowing where everything and everyone is.  I'd like the ability to tell a colonist to hide, which makes him lay down and try to stay concealed in the darkness, so enemy raiders who are walking into the cave, have less chance of seeing him.

I'd also like it so that the enemy can only know where things are that aren't hidden under thick rock roof, or even normal rock roof.  They can only see where things are within range of their body, or know where things are from landing and having seen the metal roof areas and stuff under the open sky.  Everything else is a mystery to them.




Seventh, raiding the enemy.
This is my last idea on this specific set of ideas.  The enemy can raid me, why can't I raid them?  What if I built a command module that could send my team and some supplies, to another location on the map?  You already have the map implemented in the game, so you choose where you land on it when you start playing.  Now you have this new building that will let you choose a location to attack, or even move to if you need to move your colony (unrelated to this particular idea but I'll go into it some here anyway).

So there are two options for the building, either you make it use orbital drop methods, or it is built like a caravan station and you send supplies and people into it than click expedite mission to xxx-xxx.  This is after you've selected a location on the map to travel to, if you go to an enemy base, it's an automatic raid.  If you go to an allied base, it's a potential raid of an ally village which sets them as enemy permanently (maybe).  You use your own colonists for this, and your home town is paused during this event.  You have full access to everything in your build menus, and can build a base there however you want, however allies won't like you building in their territory, so the more things you build, the lower their standings with you get, till they hit breaking point and declare war on you, or demand you leave.  (Could be an event that pops up and gives you the option of declare war, or leaving peacefully, declare war is -50 standing hit, leaving peacefully is +15 standing.)

A break off of this idea was moved here; https://ludeon.com/forums/index.php?topic=7345.0




EDIT:
eighth idea, prisoners.
I'd like to be able to release a prisoner for a rep bonus with whoever I released.  With the added risk that instead of a rep bonus, they come back for a vengeful attack that is better planned out than a full on raid.

Whatever happened to fear?  Torture devices and such like savage beatings.  These things are so useful in effecting a colony and it's standings with others.




EDIT 2:
Ninth idea, tribute.
This would let you bribe the enemy raiders into leaving your territory.  You open coms with the people who are attacking through your communication array, and click the bribe button.  They say how much it will cost you to get them to leave, and if you have that amount, they will go.  This could work like trading too, so that everything in your trade stockpile will count as trade-able.  Like money wise and all.  Those items then disappear, and the raiders "flee" from your territory.  Though, could have it say "The raiders are leaving as agreed" instead.  Or "The raiders have withdrawn."  Something like that.  If the raiders don't like you enough that nothing will work, clicking brine will open up a screen that says "We will never accept a bribe from you" or something similar.




Tenth idea, sliders.
I dislike how it costs 300 silver to increase my friendship with other colonies.  I'd like a slider like used in the trade menu that gives me points per silver.  Perhaps it should let you use ALL materials, with different points per item rates.  Depending on that colony's wants and needs.  A rich colony wouldn't really want silver, so giving them silver wouldn't help much.  Maybe they want wood, because they live in a desert.  A forest tribe won't want wood, they might want metal and silver.  Etc.
#43
I searched "windowed" hoping one of the topics might have had this, but apparently not.  Maybe I was looking for the wrong thing, but anyway.  A lot of the games I have played extensively, have an option to make the window take the full screen, frameless boarder and all so when the game is in focus, it looks like you're in full screen mode.  However, you can hit Windows key and your task bar comes up at the task bar location (bottom for most people :P).  So it lets you do full screen while you can still interact with your machine basically.
#44
Help / Is this really required in each XML?
April 23, 2014, 12:04:05 PM
There is a part in the top of each XML which looks like it's just a reference with useless code to copy and use.  Is it really necessary or can I cut it out of all my XMLs?

It's the pink bit below.  This is basically the main game's turret bit individualized into a single file, like the Turret mod by Kilroy232.  Figured I'd just post a generic turret for the demonstration.

Quote from: Code
<?xml version="1.0" encoding="utf-8" ?>
<ThingDefs>

   <!-- ==================== Bases ========================== -->

   <ThingDef Name="BaseGun" Abstract="True">
      <category>Item</category>
      <eType>Equipment</eType>
      <thingClass>Equipment</thingClass>
      <label>Gun</label>
      <equipmentType>Primary</equipmentType>
      <isGun>True</isGun>
      <pathCost>10</pathCost>
      <useStandardHealth>True</useStandardHealth>
      <selectable>True</selectable>
      <maxHealth>100</maxHealth>
      <altitudeLayer>Item</altitudeLayer>
      <alwaysHaulable>True</alwaysHaulable>
      <tickerType>Never</tickerType>
      <storeCategories>
         <li>Weapons</li>
      </storeCategories>
      <comps>
         <li>
            <compClass>CompForbiddable</compClass>
         </li>
      </comps>
      <verb>
         <id>Nonnative</id>
         <verbClass>Verb_Shoot</verbClass>
         <cooldownTicks>15</cooldownTicks>
         <label>VerbGun</label>
         <description>Verb fires bullets.</description>
         <hasStandardCommand>true</hasStandardCommand>
         <targetParams>
            <canTargetPawns>true</canTargetPawns>
            <canTargetBuildings>true</canTargetBuildings>
            <worldObjectTargetsMustBeAutoAttackable>true</worldObjectTargetsMustBeAutoAttackable>
         </targetParams>
         <canMiss>true</canMiss>
      </verb>
   </ThingDef>

   <ThingDef Name="BaseBullet" Abstract="True">
      <category>Projectile</category>
      <tickerType>Normal</tickerType>
      <altitudeLayer>Projectile</altitudeLayer>
      <thingClass>Bullet</thingClass>
      <label>Bullet</label>
      <useStandardHealth>False</useStandardHealth>
      <neverMultiSelect>True</neverMultiSelect>
      <baseMaterialType>Transparent</baseMaterialType>
   </ThingDef>


<!-- ============================================== -->

   <ThingDef ParentName="BaseBullet">
      <defName>Bullet_TurretImprovised</defName>
      <label>Improvised turret bullet</label>
      <texturePath>Things/Projectile/Bullet_Small</texturePath>
      <projectile>
         <damageAmountBase>7</damageAmountBase>
         <speed>70</speed>
      </projectile>
   </ThingDef>

   <ThingDef ParentName="BaseGun">
      <defName>Gun_TurretImprovised</defName>
      <label>Improvised turret gun</label>
      <menuHidden>true</menuHidden>
      <description>Jury-rigged gun attached to a turret.</description>
      <texturePath>Things/Item/Equipment/Default</texturePath>
      <interactSound>InteractBoltActionRifle</interactSound>
      <canBeSpawningInventory>false</canBeSpawningInventory>
      <weaponTags>
         <li>TurretGun</li>
      </weaponTags>
      <verb>
         <projectileDef>Bullet_TurretImprovised</projectileDef>
         <warmupTicks>108</warmupTicks>
         <range>25.9</range>
         <accuracy>3</accuracy>
         <ticksBetweenBurstShots>8</ticksBetweenBurstShots>
         <burstShotCount>3</burstShotCount>
         <fireSound>GunShotA</fireSound>
      </verb>
   </ThingDef>

<!-- ============================================== -->

</ThingDefs>
#45
I encountered 4 bugs and what looks like a typo in someone's name.  5th bug has a save file too.

1. Changing the map size disables the ability to rename colonists before starting game unless you click randomize again.

2. On a large map (not tested on smaller) it seems that wildlife, plants and all grow quite a lot.  I’m on day 64 now and have huge areas where it is nothing but agrave fruit bushes and other areas that are huge amounts of berry bushes.

3. One person has a typo in their name?  Keith Brandt?

4. Appears that after a resume/load game, the range of all jobs (cooking meals for example) resets to 9999, there should also be a button to set the range back to infinite as the max is 100.

5. Replace (38,0,151) (collapsed rocks in the dark room) with a stone wall and the game stops rendering (with god mode). (SAVE FILE DOWNLOAD)

6. When multiple options are in the same square (Equip, Haul, Build), the game does not let you choose what to do.  For example.  If I choose Haul, it builds the building under the item.  Or multiple build, if I have a floor tile pending and a building pending and try to speed the building up, they build the floor tile instead.
#46
Ideas / Some Cosmetic & Playability ideas.
April 21, 2014, 09:56:17 AM
I played several times on Alpha 3, and found some things that really should be fixed and/or added.  I'll list them here.

2. Allow putting out fires manually outside of home territories.  This would mean you can right click any fire and prioritize putting it out.  Your colonists will only auto fight fires inside their home area but you can use this to manually fight a fire.

3. Allow putting out fires on top of solar arrays, otherwise if a fire starts in the middle, you're 100% guaranteed to lose it.  Same for other large buildings that a fire breaks out on.  It just needs to take twice as long to put out or maybe even a higher fire fighter skill.

6. One of my colonists nearly starved to death because there was no ting or anything when he started to starve or even a flashing red thing.  Starvation should flash red just like mental break and colonist needs rescue.

7. Graves should give info about the person inside them.  Name, day died, faction, cause of death/killed by, maybe even a button to show their info like their hobbies (the flames next to skills) and their skill levels and all.  They should also make it so you can't dig the body back out unless you deconstruct the grave first.

9. God mode cut should instantly cut all plants selected while in god mode. [Dev mode tools]

11. Autosave and saves should say the day they were saved, eg "Day 217".

13. Need an un-X & X-all button.  Tedius having to go all over the map to look for everything to X or Un-X it in order to let colonists interact with it.  I start off each map by un-Xing everything there is.

14. Guard Duty as a job/assignment for colonists.  This would let you tell them to go to a position every day after  eating and sleeping then stand there on guard and attack any enemy that comes around.  This could be attacking squirrels to defending the base against raids.  Guards would eat before going out on guard duty to maximize the time they stay out.  You would need a dedicated guard job for them as well, much like warden and such but this would likely end up being a full time job for them, a very important job.  They would beat out fires that are directly next to them, or in their guard influence range, and shoot at hunting marked creatures as well, so long as it was within their fire range.
#47
Help / _merge?
March 13, 2014, 08:21:11 PM
I was hoping that there was a method for merging new elements into core files.  So you don't have to replace entire files to change one thing, I hoped like I could use an XML _merge method to overwrite very specific values or add new values to something.  I'm not even sure how I'd go about this, but i wanted to be able to change a few things from the core game or even someone else's mod by merging a new item into the trade markets.
#48
It would be nice if there was a refrigerator to store food in, or maybe a room you can mark as the fridge and cool it down to triple the life of food.  Even requiring normal food like berries and strawberries expiring as well because those things do expire after a while.  For example, here is what I think of each food and what it should have as it's expire time, and expire time while in refrigeration.

Potatoes, 21 days, fridge 60 days
Strawberries, 2 days, fridge 6 days
Agave, doesn't expire
Meat (all), 6 hours max, fridge 2 days (incentive to butcher your food while in the refrigerated area)
Simple Meal, 2 days, fridge 7 days
Fine Meal, 1.4 days, fridge 7 days
Lavish Meal, 8 hours, fridge 5 days
Nutrient Paste, 7 days, fridge 14 days

Stockpilers of food, beware!  Only Potatoes and Agave would be able to be stock piled for long hauls.  :P

It's just some thoughts on either a mod for the game, or actual implementation.  I assume this is only possible when Alpha 3 is out though.  Right? :P
#49
Bugs / driverError - Colonists freeze
March 08, 2014, 03:41:48 AM
It seems the screenshot didn't save right, so I only have the one without text.  I believe that's the exact text of the colonists though when I tried to build a Solar Panel that was touching the edge of the map.  Also it doesn't just effect the colonist working on the building, but all of them that are remotely near it.  You can turn them to military mode and move them manually but they still don't work till you deconstruct the building.

http://steamcommunity.com/id/VasVadum/screenshot/3316078793944657156
http://steamcommunity.com/id/VasVadum/screenshot/3316078793944663621

Those are the 2 screenshots I have related to it.  Maybe I can make it happen again, and get a screenshot, and upload save file.
#50
Wall Lights
A mod that adds walls with lights on them.

http://ludeon.com/forums/index.php?topic=2537.0 <- I have moved this mod here, this topic will be deleted after 1 week.  This should give people who used this mod time to find the new location.
#51
Ideas / Make the game MORE portable!
March 03, 2014, 07:23:19 PM
The game, as it currently stands, is portable.  You don't have to install it or anything.

I would like to see the save files and settings and anything else the game adds to your computer outside of it's own directory, put into that directory by user option.  So if you select "portable" mode or something, your game will add all save files, preferences, settings, etc, to that directory in new folders.  EG
C:\Users\Vas\Rimworld\Saves\ExplodeVille.rim - a portable save file
G:\Rimworld\settings.cfg - A portable settings file on a portable game on a flash drive!

If it was set up like this, I could take my Survival game with me anywhere so I can survive in harsh environments, like the dentist's office or something, on any machine I want!  Or if I go to my friends house, I can just load up the game and play it there.  Keeping all my settings and saves.

Can this be done easily?  I am hoping it's a rather easy thing for the dev to do so it would likely be done soon.  :P  Maybe either it would detect a line in a file "Portable : true|false" in it's own directory, or just have 2 exe files "Rimworld.exe" "RimworldPortable.exe" and you'd just run portable to load stuff into and from that directory.  Anyway.  I'd love to see this, I'm sure others might too?
#52
I just wanted to point out a few logic holes I've found so far.  Some things I think might need fixing.

1. Metal walls, burning down?  Since when was metal a combustible?  You'd need to like, super heat that wall to a super high temp.  Sure, I can imagine a fire damaging the conduits inside the wall, but the fire wouldn't damage the wall it's self.  Maybe make the conduits unusable if the wall is damaged beyond 30%, but don't have a metal wall, burn down because of a fire.  That fire would have to be a couple thousand degrees!

2. Metal walls are WEAKER than stone now?  Since when was metal weak enough for a guy to melee attack it for a few seconds and break through?  I think stone walls are weaker objects.  They can be used for walls that raiders might normally ignore, sure.  But metal is generally a more sturdy substance.  One idea I have for remedying this issue, is to allow colonists to build conduits separately, into walls.  So now you can have rock walls with conduits built against them (The graphics would just show conduits under them), but instead of like being along the spot in front of wall, you'd place a strip of conduits along the wall it's self, and logic would say they placed the conduits either against the corner of the wall and floor, or maybe even drilled a bit into the wall to build the conduits into some secure piping.  This would require an additional layer of build area, so you can have wires on a separate level.  Like in old sim city games, where you build pipes, it makes the town transparent while you place them.  Just an example though.  So wiring will ignore placements of buildings as it would share a different level.  I rather like this idea as it means I don't need explosive walls all over my base anymore.  I could just place wires where they are actually needed.

3. Wires are extremely volatile.  If you get a heavy fog storm, ever single wall inside and outside your base starts suffering heavy damage.  It's strange that fog would start killing your walls while inside, behind sealed air tight doors...  Right?  Inside a mountain even.  Come on.  Where's the logic in that? - Seems to be gone now.

4a. Wires explode all the time and delete 100% of your total power reserves?  Since when did bad wires in real life explode and delete all battery power?  Batteries aren't exactly capable of draining all of their power into an explosion like that.  Sure a wire could get hot and pop but that won't delete a nuclear power plant's worth of power when I have like 50 batteries randomly placed throughout my entire base.  It might drain some power from the nearest few batteries but then it would just stop working, it also wouldn't do much damage other than start a fire if near flamable material.

4b. A second fix to volatile wires, would be to allow people to construct more sturdy wiring, costing more resources and more work time, you can build stronger more durable wiring.  This would be unaffected by "your wires randomly exploded causing a mini nuke detonation somewhere inside your base because you have like 50 batteries and my story telling event decided to be a dick and cause your entire lunch room to be 100% utterly destroyed by a single wire!"  If such an event happened and all you had was sturdy wiring, then it would heavily damage or break a wire completely and you just have to go replace that one wire.  Possibly start a fire on any near flammable materials.

5. Raiders should be using weapons fire on doors and walls, not punching them.  You can't ever punch  through a metal wall, not ever.  Go ahead and try.  Even with nice thick gloves on to prevent breaking your fist.  It just won't happen.  Good luck with that though.  Tell me when you've managed to punch through a big strong sturdy metal wall.  Anyhow, this is where raiders with grenades really flourish.  Other than randomly chunking death balls at your colonists, they can chunk these death balls at your walls instead, and walls would suffer 50% less grenade damage because, like, it's a grenade, against a metal wall, or stone walls taking 25% less grenade damage because like.  It's a grenade, a tiny little metal canister with a small amount of gun powder in it, against a stone wall.  These grenades are designed to be used against people, not walls.  But that would be where you start blasting away at walls with explosives, doing more damage than bullets and you get through much faster than punching a wall or door.

6. I believe this just needs an alert system button, but colonists ignore danger and run right out into the battlefield during a raid and ignore being shot at to carry some potatoes to a hopper that's already almost full "Hey, this hopper is one less potato of perfection.  I better run past these 43 snipers, 600 grenadiers, 21,784 gun users, to pick up a single potato and fill it.  Cause like, that's the logical thing to do in this situation other than hide in a hole, right?"  Cause, that's totally what I'd do in a situation where I'm trying to live as long as possible on a barren waste land with people trying to kill me.  Run outside and ignore grenades and gunfire and snipers to grab a single potato.  I'll do it all matrix style, dodging bullets and stuff.  No wait, I won't need to.  I'll raise my hand and stop time around me making bullets all just stop in mid air.  Much better.

7. This isn't really a logic hole, more of a wasteful problem.  Colonists go to sleep at night, yes?  They have a light next to them.  Do they sleep with it on all night?   Why?  Why not reach over and flip the switch to turn off the extremely over powered light that somehow draws much more power than it should?  I mean, you don't need light, while in bed.  Maybe have it so that in a room where a colonist is detected as sleeping, it turns off the light.  And in a room where the owner leaves, he turns off the light on the way out, turning lights on on the way in.  Such as another guy goes in to do repairs.  I guess it's not THAT bad though.

8. Another bit of logic issues, is the fact that colonists are cramped like, all the time?  No matter what?  I build a 3x3 room with a single light?  Sure, it's a little cramped.  A 4x4 room with a single light?  Come on, that's not cramped, you have a bed and like 12 empty squares of space, that's  like the size of my room.  I could fit a TV and a mini fridge in that 4x4 zone.  Ok.  I tried 5x5, now I have a light, a bed, and a plant to pretty up the place.  OH MY GOD YOU WHINERS, it's still too cramped?  Screw it, I'm sticking you in a 2x2 room and locking the door! - Seems to be fixed.

9. Solar flares shut down 100% of your equipment.  Ok, I get that this would effect equipment outdoors, and maybe even under metal roofing or shallow rock.  But why is my stuff way way way back in the cave under super heavy thick rock, also being shut down?  I've got batteries back there, so even if it somehow shuts down my solar generators, I should have devices powered on around the base under thick rock, protected against the solar flares.  My people have to starve to death or hate me for eating raw food because a solar flare hit for a  day and a half and my food stuff has all shut down even though there is an entire mountain on top of it?

10.  You can sell your colonists as slaves.  But you can't barter passage with a trader and leave this barren planet? Like your entire colony leaving the planet, ending the survival sim? :P  Sure some traders would say no, and well I don't think you want to end up selling yourself as a slave, unless it's actually better than dieing on a planet but anyway.  If you can launch people into space for traders, I'm sure you can get yourself off the rock.  I guess this just requires time for the game mechanics to be worked out though but if you can launch objects into space, you should be able to do a great many other things.  That's why I think the launchpads should be deleted, and instead replaced with trade pads and landing pads.  This would still allow traders to have a random low chance of offering some or all of your colony rescue off the dieing world.  Maybe their ship can only hold x amount of people so they promise to come back in a week to get more of your people and such and repeat this till you're all safe or dead.  Ending in partial victory if half of you made it out alive.  In exchange for such, a trader would take whatever you have produced around the base and maybe you'd work for them in the end but that's all end game stuff, stuff you won't really care about or even see.  :P  "I'll take this 1000 coin now, and come back in a week after I've dropped these 5 people off at a planet, I expect to see 1000 more coin for the next trip too." something like that.  Anyhow.




I can't think of any more logic holes at this current time though.  I hope this makes sense and adds an impression of what can be done to make  the game feel more realistic.  It's a bit silly to have randomly exploding conduits that take out entire facilities when you have lots of batteries.  Or have whiny colonists complaining about almost mildly decent sized rooms on a dead planet with little resources.  I can understand those royalty colonists who are used to having everything handed to them and never worked a day in their life, or rich guy type colonists having issues with medium sized rooms, but not hard working low wage type people like a miner, who is used to small spaces.  :P

Sorry if this is a large post and such for some of you, or even the devs.  I'm always very detailed when I'm trying to make things better, find ways to solve problems and such.  I love the game and want to see it succeed.  Seems that people mostly ignored some of my other posts, meh.  I hate feeling ignored.  :P  I'm gonna go all mental colonist here soon on you guys!
#53
General Discussion / The first time I played this game...
February 28, 2014, 09:48:35 AM
Which was 3 days ago.  I didn't come out of my room for 2 days!  I forgot to eat, I forgot to drink, I forgot about literally everything.  xD  This is definitely my type of game.  :P

A friend gave me a copy of the previous update, the one just before Alpha 2, so unfortunately I don't own it, but now that I got the chance to try it, I definitely intend on buying it, at some point.  If I ever have money.  xD  I mean wow, 2 whole days of constant playing, only a break once in a while when I really really needed 'to go' and just stuck a few bits of food in the microwave for 30 seconds just to eat in between 9 hour long play sessions.  I don't think I've ever had a game distract me so very much.  xD  I wish I had stable income so I could buy it immediately.  xP

I'm just curious, where is the game saving names of people you edited?  One colony, the first colony I started, I named a scientists "Vas" "Vadum" and 2 other characters, and now every so often, they seem to pop up out of the blue.  Or just Vas as a Merc.  Maybe it's just coincidence that someone else has the nick name Vas?

Anyhow.  Once I do get the game, and can participate in the updates like Alpha 2, you'll be seeing a lot more suggestion and talk from me, as I am very creative with my ideas (as you may have already noticed) and think outside the box.  For example, my landing pads.  People were trying to find a way to make launchpads better, more efficient.  I thought of a way to change them into something entirely different and optimize it at the same time.  Fixing a few issues with it all at once.  Though I haven't gotten word on if the devs liked that yet so, I don't know if it was that good yet.  Just an example of how I think outside the box, rather than improving an existing object, I invented a new one to take it's place, and I am always as detailed as possible while planning out game balancing before I post.  One example of this is my Starbound mods.  :P  Some of my server goers hate me now because I balanced out the uber op parts of my mods and the other mods on the server, making it a little harder on them. xD

What happened the first time you played Rimworld?
#54
Ideas / Liquids / Naturally occuring fluids
February 27, 2014, 12:16:43 PM
Wouldn't it be nice if your planet wasn't such a barren wasteland?  I mean it rains almost CONSTANTLY, and there is no water, anywhere!  A small pond, a lake, or something?  Come on!  Maybe you land on a planet which has a lava lake too?  A small pool of lava either somewhere inside the mountain (magma till found, duh), or even just a surface lava pocket.  This would be useful for any number of things really.  Perhaps even a lake filled with tar, or poisonous water.  Both could be used, one for poison weapons, the other for paved roads for much higher speeds of movement or even making of goo weapons that slow the enemy down rather than doing damage or tar pits where an enemy walks over it and falls in and unless rescued, they die (Rescued via rope).  The lava lakes would be used for either filling a moat with lava (only way would be to tunnel it into the moat and build a bridge over it) or geothermal generators at a higher efficiency than steam vents.

So we have Water,
Drinking, putting out fires, increasing crop efficiency, and just generally very nice looking.

Lava,
increased geothermal generator efficiency, lava moats, random accident of finding and getting seriously hurt or dying in a deep deep mountain.  Making it more risky to excavate deep into a mountain.  Certain warnings in the rock would tell you that you are near lava, if you are paying attention that is.  This would make blasting the rock the way to open a magma pocket rather than mining into it a better way to mine in some areas.

Poison Lake,
Creating poison darts, poison traps which make a poison gas, poison grenades, and create a toxic atmosphere around the lake it's self which hurt your people the longer they are around it, can be purified into water if you have proper tech upgrades and proper tech.

Tar,
Tar pits, paved roads, speed reduction weapons or terrain.  Making terrain covered in tar would slow movement down in it much more than rocks and debris would, up to 50% or more.  Raiders would much rather avoid this terrain and go around it if they can.

What other liquids can we think of?
#55
Ideas / Terrain depth, mountain roof and moats.
February 27, 2014, 11:39:16 AM
Wouldn't it be great if a mountain wasn't infinitely tall?  Maybe each level should have a number indicating how much more is above it.  So if the mountain caves in anywhere, the roof drops one level rather than just remaining "deep" or something.  I removed a tiny mini mountain outdoors once where it maybe had 13 squares total of high mountain.  I figured I could just re-dig what fell and get rid of that mountain all together, but that didn't end up happening.  It just dropped more mountain and infinitely kept dropping more.  The more cave-ins you have should cause the mountain to become more and more shallow in that spot till sky is revealed.

On the other side, we could have the ability to dig a moat, the reverse of a wall.  If there is a lake or ocean you can connect it to fill with water, or even get people to fill it using buckets by hauling large amounts of water.  Moats can have bridges built across them and present another choke point which raiders can't just shoot down.

A very basic idea that I thought about when I kept caving in a mountain for a while before realizing it was infinitely tall. I assume this may have possibly already been planned though?  At least the roof bit where each cave in reduces it's height.
#56
Ideas / Methods of Victory
February 27, 2014, 11:27:42 AM
Another idea I have fresh in my mind that I don't want to forget.  Since the game currently has no victory settings, I think a few of my victory methods might help in planning future methods for winning.

1. Victory by Escape.  You have enough science research done, enough metal and food, and whatever other supplies you'd need, to build a space ship and leave.  This requires you to have the proper research done, and build the space ship.  If you have 10 colonists or less, you only need a small space ship, a 2x2 sized ship, or maybe 2x3 sized, anyway. If you have 25 or less, you need slightly larger, 3x3 or 3x4 (the extra square would be for engine on both of these), if you have 50 or less, you'd need a larger ship, 4x4 or 4x5.  50 or more and you need the largest ship you can get, 5x5 or 5x6.  Each one taking increasing amount of supplies.  You can always get the research done, and build 5 small ships, or kill off some of your colony to leave behind corpses resulting in a dishonorable victory.  But if you do save every colonist, you get a victory.  I guess it'd need to detect if a colonist died of starvation or other methods that weren't raider kills or accidents to tell you dishonorable victory, but anyway.  That's one method of victory.

2. Survive for one year, 365 game days.  This would result in a window popping up and saying "Your colony has survived for 1 year on this wasteland of a planet.  It is likely that it can continue on without your help any further, you have achieved victory today.  Do you wish to stay and continue anyway?"  Of course this won't disable the story telling AI, maybe things will just get more difficult, or maybe you can even select "Yes, make things more difficult" in the options of continuing for another year.
This also comes in alternate forms, where you must survive 3 months, 6 months, 9 months, whatever.  To let the player choose when they want to claim victory.  You can even set the victory options in creating the new colony, if you choose 3 month, then raiders will get progressively harder towards the 90 day mark.  Which they already do.  Hah.  Same with the other options.  One year is quite a long long time after all.

3. Successfully negotiated alliances with merc groups or raiders.  This means that you'll have achieved victory by convincing mercenaries to defend your fort for you, or even blast down raiders before they can even land on the planet.  Or maybe you convinced raiders not to come back anymore, in any number of ways including fear, bribery, or are a really good smooth talker.  This victory method won't work till after day 50, so you have to survive at least till day 50 before you can get a merc leader to randomly appear or even a raider leader.  It'd require you to send someone out as a diplomat, unarmed but maybe you can possibly set him up a suicide vest just in case.  Killing the raider leader would either inspire revenge or fear.  75% chance of revenge, 25% chance of fear, resulting in a victory if fear.  Resulting in an ohshit mess if revenge as 3 times more raiders show up and join the frey.
#57
Ideas / Replay Files?
February 27, 2014, 11:10:47 AM
Wow, there's just a million ideas here.  I will have to go through to see of my other ideas are already posted, but I have one I believe, or hope, is unique enough that I can post a topic for it without someone saying "already suggested". :P

Anyone ever played Starcraft or Starcraft 2?  Both games let you have .replay files or .sc2replay.  In this case it'd likely be .rimreplay or even .rimlog or .rimstory

Basically it'll record your entire game play from start to finish, till you click save replay.  And let you re-watch it without it being some huge video file, every event happening exactly as it did in game, your colonists will move the same way everywhere and all that.  It'll just re-do everything the exact same way, if you know what I'm trying to say.  Kind of like one big script file so nothing will be different that happened in the first time through. This may even include trade windows and mail windows and everything.  Or perhaps it would skip UI windows because it pauses the game using those.  Instead then, it would display white text on the top or somewhere saying "DrakeVille Colony traded xxx silver xxx metal xxx food for xxxxxxxxxxxxxxxxxxxx".

What do you think?  This would not only help people with computers that can't record video while playing, but give a way to share a bug report by saying something happened and giving the replay file, or help someone who plays through once, to re-live the story and type out a rimworld document based on the events that transpired in this story you played once.

If this has been suggested once before, and I mean in good detail, not just some post saying "I want replays" and no more text explaining it, then you can delete my post or simply let me know.  :P  I just want to get some of my ideas out while they are still fresh, and if I see to many posts, I may forget some of the ideas.