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Messages - paja338

#1
Ideas / Re: breaking up fights
June 01, 2016, 12:00:53 PM
Hm, my colonists seem to stop fighting when one of them gets downed or they both beat each other enough but never to the death.

Now if a colonist went berserk I would understand since they don't shy from using their weapon in that case. If you are talking about going berserk its best to force the pawn thats close to breaking to drop his/her weapon so its only fists for them and to make those that you send to subdue them drop their weapons as well.

But as I said, social fights never resulted in fatalities in any of my games, scratched eyes and broken bones yes but nothing more.
#2
Ideas / Re: Fishes?!
May 25, 2016, 12:09:50 AM
I like this idea a lot. My colony is located near the sea on a rather open piece of land so I have no problem with farming, but with meat its a different thing. Being able to fish from water sources or building aquariums to keep a low but steady supply of meat is an appealing idea.

Not to mention it could also be considered a joy activity for colonists in case of fishing. And who wouldn't want an aquarium in their room to make it more impressive? Being able to build a pier to allow for easier access on deep waters would also be good.
#3
I find that bases out in the open without outer wall don't live long, I just build a square shape outer wall around my buildings with many doors so that raiders split around and I can task all my colonists with melee to attack single targets at a time, a brief sallying out if you will. To make this work for sappers you have to use something like psychic shock lance on the grenadiers and after their demise the AI will turn into normal raid.

But really walls exist to give you time to prepare for bad things, can't blame people for using them and wanting embrasures.
Btw about 9 colonists with longswords are quite capable of taking down a centipede bashing on your doors quickly, without injuries.

I do like the idea of having mood boosting harvestable plants that grow only outdoors and the requirement for water and even the need to use the loo. I think you lot are on to something here.  ;)
#4
Ideas / Re: "Gay" as a trait
May 23, 2016, 02:03:43 PM
I disagree with removing the trait. Since this is a game about managing people you need information about them.
Knowing sexual preferences of your colonists is something I'd like to pay attention to, considering the possibility of children in future updates.

And seeing "Straight, Gay/Lesbian" or better yet "Homosexual" and "Heterosexual" as anything other than acurrate description of a persons sexual preference is unthinkable to me, might be a culture difference.

Rimworld is a game where you are influenced by AI storyteller and what you desire: be that a colony of cannibals, only males/females, etc.
Its something you decide the end goal of, you are not forced to leave the planet, its all up to you but only thanks to the information and options that the game offers you can make those decisions.

Please note that this is a game where having options to do monstrous things gives great freedom. Try to detach your feelings from it, eh?
These are my views and I stand by them, until convinced otherwise.  ;)
#5
Keep your health a no.1 priority and get better.

I am sure we all would like to keep playing further versions of rimworld with your mod and don't care about waiting a while for it.  ;D