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

Messages - Vas

#691
Ideas / Re: Morgue Ship
February 27, 2014, 11:14:00 AM
Technically you can dispose of bodies.  Use the mines to blast them.  It takes one or 2 mines on bodies and you can clear debris the same way just takes about 6 mines.
#692
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.
#693
Ideas / Re: inverse the logic of launchpads
February 27, 2014, 11:01:40 AM
Quote from: Tynan on February 22, 2014, 01:10:06 AM
In truth, pads work as they do now because I haven't had time to do anything better. But there are a lot of conceptual/logical issues with any multi-step trading process.

Consider these questions in your scenario:

1. What if you strike a deal not long before the trader would ordinarily leave? Does he just cancel the deal and leave as usual? How do we feed back that this is going to happen? Does he stick around? How long? How do we feed that back?

2. If you trade multiple items (as is almost always the case), when is what swapped? Say you buy two pistols and some medkits. Your guys get half the silver to the pad. Does the trader immediately swap the silver for half the order? Which half - the pistols or the medkits? Or does he wait until it's all done? Does that make players execute a series of tiny trades, to optimize them into resolving sooner?

These sorts of problems can consume inordinate amounts of time, which is why I'm deprioritizing them for now. Trading will be revisited - some day, after there are not so many easier and higher-impact improvements to make.

I have another theory on how to handle trading that might make this a little more efficient.
Rename the launch pad to docking pad, landing station, trade post, something along those lines.  This is where ships will land for trade.  You won't be able to launch supplies into space anymore.  Instead, if you open your trade console and initiate a trade, the ship will spend 20-30 seconds landing, and once landed, a timer directly on or above the ship will tell you how long you have to get everything there before he leaves and gives you nothing.

In the trade console, there will be a status for "landed ships" and a button to alter your order, you can then alter the order in case you can't get 100% there on time.  It'll have some columns that show you what's currently there out of how much you currently have in stock piles "230/563 Silver" and then you can alter what you want then and there.  If you give a large order, the trader will wait longer for you to get the supplies to him.

Their ship will be 2x2 to 3x3 in size, maybe even rarely a 4x4 ship.  Next to the landing pad, you'll have a holding area pad with the same graphics as your launch pads, this is where you bring resources to for trade.  Anyone designated hauler with a priority of 1 (max) will start immediately hauling those resources to the pad.  If it fills up, you have another pad above, beside, near that.  All pads must be connected to each other and one of them must be connected to the landing pad.  These pads will no longer create or need zones, they'll just be dependent on the trader who is landed there and your colonists will haul resources there when the trader is waiting for them or before he even lands.  After this trade, all of the stuff you got from him will appear on the pad as well.  If not enough pad space (I doubt you'll get more stuff than what you gave xP) then the other items will appear on the ground around the pads.

If a raid is detected, your trader will give you a warning, and say he is leaving in 10 seconds whether you complete the deal or not.  If the raid begins, he leaves and cancels the deal.

Any resources on these pads while no trader is around, will be hauled back to your normal stock piles.

I prefer this option really, because if you build a base, you don't want to go outside, just to leave stuff out in the open all day hoping a trader shows up.  This especially sucks when you have food sent to your launch pads and then someone else immediately the instant you put that food there goes and takes it to another hopper somewhere else, or even to the hopper in the same room as where you harvested the food.  This means you can build a room with your trade pads with a ceiling above them, and just have a tiny mini opening big enough for a ship to get through, a 4x4 sized hole in the roof with your "no roof" zone, to allow a ship through.  Has to be a metal roof, one you can cut a hole in.  Or a shallow rock roof which you can pretty much also modify without to much trouble (get a really useless colonist to poke a stick up there for a while till it falls inward, 2 birds with one stone!).

One more alternate method for connecting trade pads to a landing pad, is a shipping lane floor tile, which allows you to place a road of sorts from the landing pad to your trade pads and connect them all to the landing pad that way, so you can set the landing pad outside and keep your stock piles inside.  With this method, you can even set zones on these pads to keep resources like the launch pads, so you wouldn't have to move anything, he just lands, completes the trade, and leaves, all resources would appear on your pads, or nearest ground tiles.  If no more space inside, then it would be dropped around the landing pad.  If no more space there, it would be dropped from orbit where ever there is land that can handle space.  If no where on your map has space left, then all over the place, like raiders do when you enclose the entire 100% of the map in roof tiles like I did and then havoc happened.

Hows that?  I know it may not be a simple easy idea, but it is an alternate way of doing launch pad trading that might be more interesting than the current, and priority of the hauling would still be done through your normal hauling.  If someone has hauling as priority 2 set and mining priority 1, they'll keep mining, unless there is nothing to mine, then they go hauling resources to the trader.  This might spark you to having some people designated haulers to deal with trade ships.
#694
Ideas / Re: More priorities
February 27, 2014, 10:30:57 AM
Sometimes I do wish there was more priority options.  :P  That shouldn't be a high up thing on the list of 'to do' though.  Might also be nice having lines help tell you which column/row each thing is in what.  In case you have a lot of colonists, you don't need to drag your mouse up and down along each line of boxes to be sure which one you are editing.  Or perhaps tiny text above each square to tell you what's what.  But 1 to 9 is a good option for priority levels in the future.
#695
Ideas / Re: Proximity Mine
February 27, 2014, 10:27:24 AM
I like the no danger zone option that was presented earlier.  Like a "Set Home" region in blue, the danger zone would be red and colonists wouldn't be allowed to go out there unless specifically told to go out there, no automated orders would allow them out there.

Maybe colonists with photographic memory as a trait can enter red zones without triggering any explosives, as they'll remember the exact location of every single mine.  I did happen to have one with photographic memory earlier after all.  Traits aren't in use right now though.

Proximity mines would just be an omni effect in a short range.  Wouldn't do critical damage to an enemy like current mines do and have much less range.  So they basically injure the enemy and possibly slow them down with an 'injured' status (like burning, but just slown down rather than running around like crazy).  Maybe 10 to 20 damage, 20 at the blast center, less the further out.  At highest 2 blocks away would get 1 damage.

The current mines should be left in game but should be made more obvious and visible to enemy raiders, not completely visible, just easier to spot so a raider would have a % chance better of seeing it than seeing another smaller mine.  This mine should be buyable only from arms dealers, and would be considered "packed mine" until you select a plot of land for "deploy mine" and select it as the type of land mine you want.  This would also apply an injured effect, if it doesn't kill that is.  The highest amount of damage would be at the center of the blast, and would always kill.  If it's possible, you can also reduce damage done to squares past entities, so say one guy is directly on top of the land mine, all squares around him get 50% less damage due to him being on top of the mine when it goes off.  And another guy standing to his left takes 50% of the damage he would have, while knocking down the damage 50 more % to everything else towards the left side, or past him.  But, that might be to complex to code so early on in development.  It's just an idea.

Rock Blasting mines is a good idea, though accidents should be rare if handled by someone with proper explosives training and mining skills.  I like trip mines as well.  You simply build some mines into your wall with a trip wire that goes across to the other wall, with mines layed out under that wire in the ground, the mines themselves are invisible and the trip wire is very hard to see.  This won't be detected till either someone with high skills of seeing traps sees it, or the first raider trips and explodes over it, then the raiders would stop and look around, checking for more traps.  Just like in a mine field where one guy explodes, the raiders go "ohshit, guys, don't move." then start looking around for signs of mines and either avoid them or trigger them with fun fire or even throwing large rocks.  Anyhow, the ones built into walls or door ways, would be known to all of your colonists, so your colonists could avoid them perfectly fine and go on about their lives as if nothing were different.   If the wall is destroyed, then they detonate.  If the wall catches fire, it will detonate once the wall becomes largely damaged (aka in the red).  Actually, I prefer laser wire mines, instead of a physical wire, you have a laser to detonate them.  This way, you can activate a base defense mode which turns on all the lasers, and turn off base defense mode which turns off the traps.

Claymores are interesting.  Would be good for sticking in places you never plan to go, and will detonate when animal or person steps into their proximity and firing range.  This'd be about the same as the earlier mine I mentioned, the first one with at most 20 damage, only it does all of that damage in one direction so it may be 70% more effective.  The issue with this mine is that it is obvious and perfectly visible so you have to hide it around a corner and hope a raider walks past it before seeing it.

Again, most of these would explode even on your colonists, land mines don;t choose sides.  They just explode.  So you'd need danger areas to keep people out of an area.

One thought I had for mines as well was a control console, a screen with a map of the territory you've discovered so far and the location of mines on it.  This could let your colonists not need red zones, they just look at the map before heading out.  And the control console would let you hook wires up to your mines so you can detonate them remotely, so long as there is someone at the control console. This would also work in conjunction with turrets, so turrets would no longer fire automatically but require people at the control console to fire them, but that's something for a different topic.
#696
Outdated / Re: [MOD] (Alpha 2) Target Practise
February 27, 2014, 09:46:32 AM
I believe the target should be destructible.  It's not logically accurate to have an indestructible item that you fire at all the time.  You should have to repair it or rebuild it every so often otherwise you can train all your people into super gunners and never lose another battle ever again with no loss whatsoever.  Even if it just means you gotta rebuild it every 30 shots that successfully hit it, that's fine because at least it won't be illogical anymore.  :P