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Messages - Professor Cupcake

#1
Will there be any option to customise which features are enabled client-side?
For example, I really like having the magazine counts and the need to reload, but I'm not so sure I'm okay with having limited ammo.
#2
This body text is superfluous.
#3
Ideas / Re: Tech Level
January 23, 2015, 12:32:33 PM
Someone hasn't read the backstory.

You're on a rimworld. There is no unified tech level. Groups from all levels of sociological and technological development are present. If you were on any other kind of world, a governmental organisation would have likely picked you up (probably discounting tribal, but then, tribeworlds are just a few visitors away from becoming the same sort of situation as the rimworlds so there's no real difference).
#4
Stories / Re: Community Colony: The Frozen - Part 3
January 19, 2015, 03:09:59 AM
Eah. Maybe a bit later.
Don't really have the time this week.

Also, I'm a shit writer and not that great at Rimworld, so I doubt I could contribute much.
#5
Ideas / Re: Persistent Faction Population/Strength
January 18, 2015, 11:12:57 AM
Quote from: Johnny Masters on January 05, 2015, 06:08:30 PM
...
The game could also improve on how it challenges the player outside of combat: Disasters, ammo management?, apex predators, harder economy (no pawn-integrated-omnitool that makes all work easy), social relationships and decision making, etcetera.
...

You've hit on something right there that is also a big problem right now. It feels like the only situations the game has to throw at us are combat ones. There isn't even the option for negotiation (or simply paying a bribe, which any half-wit bandit would certainly prefer over having to assault a battle-hardened rimworld colony).

Probably worth making a thread about that, but then, there are already quite a few threads that touch on this sort of thing.
#6
Ideas / Re: More Mechanoids?
January 18, 2015, 11:07:34 AM
I often criticise sci-fi robotics for making them humanoid all the time. It shows a complete lack of imagination, especially when there are provably superior forms already in active use nowadays.

On the subject of provably superior forms: insects (et al). Ant robots anyone? Ants are known for their ability to lift things many times their weight. So how about an ant mechanoid that, uh... lifts things and carries them off? Possibly even kidnapping the odd colonist.
Personally, I'd see that one as a separate event to most mechanoid attacks. More like scouts and harvesters than combat mechs, hence they will likely not be put alongside the fighters.

Mechanoids don't follow the same rules as organic life. They know exactly what they are, why they were created, what there purpose is (or at least what it was supposed to be). So they wouldn't have the same inhibitions regarding suicide units. A few walking mines perhaps? Or maybe screw the walking, and have them as rolling mines. The body part for their movement would then be an internal gyroscope. Maybe also have a primer body part which, if disabled, means they will be unable to self-detonate any more.

So that's a couple of ideas I guess.
#7
Stories / Re: Community Colony: The Frozen - Part 3
January 17, 2015, 04:45:25 PM
Ah. I was wondering when we'd see a Rimworld Lineage Succession game. Shut up, I totally know the DF lingo.

I shall follow this closely.
#8
Ideas / Re: Dynamic Personalities?
January 17, 2015, 04:37:28 PM
A big ol' +1 to this.

This is something that the game really, really needs.

(PS: Have a read. Pyschopathy is not something you can develop [though there is some debate about that], and PTSD is probably going to cause a lot more than an abrasive personality.)
#9
Ideas / Re: Gun-smart colonists
January 17, 2015, 04:22:31 PM
Quote from: Feirfec on January 16, 2015, 09:07:35 PM
psychopath trait colonists (and non-social types) may not care and fire anyway :P

If this thread ever gets added as a feature, I so want the above quote to be a part of it.
#10
Outdated / Re: [MOD] (Alpha 8) Project Armory (v.2.17)
January 15, 2015, 04:58:33 PM
Quote from: Evul on January 15, 2015, 04:51:21 PM
it does not effect anything. :p

Precisely.

On a side note, would there be any chance of getting the original sound effect for the M-41A? If so, I probably wouldn't stop using it :D
#11
Outdated / Re: [MOD] (Alpha 8) Project Armory (v.2.17)
January 15, 2015, 04:48:39 PM
So you have an L85A1, but not the A2.

Boy, am I glad weapon condition isn't a thing yet :P
#12
Bugs / Re: Murder!
January 11, 2015, 11:46:22 AM
Clarification required.

The person who went psychotic attacked someone, but was subdued.
The person they attacked somehow "remembered" the attack, and continued being aggressive to them.

Correct?
#13
Bugs / Re: Free food
January 11, 2015, 11:44:38 AM
Are you sure they weren't wild bushes that were already present?
Colonists will clear those before planting, and they produce an equal amount of berries.
#14
Bugs / Re: Never ending 'collapsed rock'
January 11, 2015, 11:37:20 AM
"Overhead mountain" cannot be removed. It will just keep collapsing like that unless you build supports. That is not a bug.

From the looks of those screenshots, that section is still collapsing even when it is supported by walls. That's your bug right there.

... Unless you haven't actually tried mining that bit of collapsed rock yet. You should do that; the mountain is now supported by the building there, so it shouldn't (fingers crossed) collapse again.
#15
Outdated / [MOD] (Alpha 8) Basic Parka Rebalance
January 11, 2015, 11:33:19 AM
Dead simple mod that attempts to rebalance the Parka a little by drastically reducing colonists' maximum comfortable temperature when wearing it.
Unless you're in one of the colder biomes, keeping them on all-year-round is no longer a good idea.

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