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Messages - Anduin1357

#121
I think that modding of the game's executable would serve such a mod better and that we would make a 3D version of the Core and make a subforum for 3D mods.
#122
I'm thinking a seamless, 3D world that is not defined by blocks but a huge mesh of a world.
An example of such a world would be the Sims.

Basically, this game, rendered sims style.
Kinda hard to describe :) If I contradict myself, forgive my hard-to-portray thinking.
You would need a z-level, yes, but it needn't snap to a block form.

I'm just giving the idea of this, not asking that this be the case. This is food for thought, not a suggestion for z-levels.
To re-iterate, "what would change with Rimworld if it was created with the next dimension up?"
#123
General Discussion / Food for thought; 3D Rimworld.
March 27, 2015, 01:49:16 AM
[The OP is a rant, I know.]
Have you ever wondered what would change with Rimworld if it was created with the next dimension up? What do you think it might have looked? Would it be similar to playing top-down Arma RTS-Tactical Simulator?
[OP Wall of discussion text]
My idea with this goes...
Playing with actual Fog of War, with accuracy being determined no longer as a triangle but as a cone? Where bullets are so small, it isn't rendered except in an ammo cartridge. Where water can be simulated and made underground aquifers that either flood your base or supply you the gift of hydration. Where raiders no longer walk all around mountains and hills but walk on them, dig into them and fall into your base as a large nuisance. Piles of resources no longer pile up in 75 stacks but in solid volume, no longer does the tyranny of 20x gold volume plague us, 1cm^3 is good enough, thank you.

Having traps in 3 dimensions,  gaping infinite-like holes falling for 100 metres built by prisoners, entire forts built in mountains of granite and ancient titanium steel able to withstand, for reasons unknown, nuclear assault just to defeat that 600 strong army of raiding whomever you offended with just all but 40 or so colonists surviving on hydroponics and a Geohydrothermoelectric generator straining to get 8k power for your colony. It truly can be epic.
[Rant stop]
Perhaps, by then, we would have escaped to version A20 of Rimworld by the time A1 of 3D Rimworld is complete...
#125
This needs a setting where the colonists will take warmer clothing for jobs in the colony and vice versa outside of the colony in cold areas...
Then maybe I'll install this mod...
#126
I found this really good shot of the side of an AMP-69 while randomly looking through numbers, I hope this comes in use...
AMP-69 Left Side.jpg
7.62x39mm, Iron sights, Gas-operated. Takes after the AK-63.
(Assuming AK-63 like performance) 600 rnds/min, 30rnd/cartridge, 500m effective range.
(Wikimedia Commons, Public Domain)
#127
Would zombie bites in this mod not affect artificial limbs and body parts?
Is zombie apocalypse event endgaming?
What happens if my colonists eat zombie meat?
#128
Ideas / Re: power poles for long distance power
February 02, 2015, 03:54:45 AM
Support! Except... Raiders would attack the poles easier and make it all moot!
Underground conduits FTW!
#129
Ideas / Re: Give people a Melee AND Ranged slot
January 12, 2015, 10:18:34 AM
I think that the normal GUI inventory would do fine, no need to overcomplicate space use and all that, that can wait.
#130
Ideas / Re: Mechanoid Balancing
January 11, 2015, 08:56:47 PM
Well, mechanoids I have no trouble with using mods and the such and killing them does give plaststeel If you have machining table...
I would seriously say that they are OP if you have no killbox to speak of.
Try using emp grenades, they are mechanical so emp might do the trick.
#131
Ideas / Re: Give people a Melee AND Ranged slot
January 11, 2015, 08:16:52 AM
My thoughts exactly, but rolling a dice for moves is not what I call smart AI.
Maybe if the world hadn't made so many different calibers for so many different guns, we won't be discussing this.
It's something tangible and not something you just simplify and expect it to be the same.
Some of the focus in Rimworld is both in logistics and combat, let there be all the ammo in the world.
#132
Ideas / Re: Multiplayer
January 11, 2015, 06:16:57 AM
Quote from: Arche on December 17, 2014, 07:30:18 PM
Alright, so here's what I agree with and think should happen.  I agree that multiplayer shouldn't be high on the to-do list however, I disagree that it should not be implemented.

       
  • The speed issue:  As people have said it should be on the lowest value selected.  If all players select 3x, it goes to 3x.  If one player selects 2x and another selects 1x, it goes to 1x.  However, if one player selects pause and another selects 1x, it should go to 1x.
  • The map:  Someone above said something about "jumping" locations.  You can 'migrate' say from one tile on the world to another.  This however would leave your buildings behind for someone else to find or for you to return to.  When in multiplayer I think that all players should start somewhere and they can each jump to different tiles and in some cases meet at the same tile where they will share the map and live peacefully or go to a state of war.  The point is to have freedom and not be restricted.
  • Co-Op or PVP?  In my opinion you should be free to choose.  You should not be restricted.  If someone wants to attack that is their choice, you however can then retreat out of that tile or retaliate.  Now what if I want to be peaceful and the other person does not?  Two solutions in my mind right now.  A) you suck it up or B) perhaps there is a tile you can select as your "home base".  This home base will give you the freedom to decide who is granted entry.
  • What about hosting the servers?  I think it should be similar to Minecraft where an individual person has a choice to host for his or her friends.  It also opens the possibility of public servers where again those individual people interested host those servers.
This is all just my personal opinion from what others have said on what I agree and think would be a good idea.  If you don't agree I would like to know why so I can understand your point of view and maybe tweak my own a bit.
Firstly...........There should NOT be any speed buttons, everything is all real-time.
You can move to anywhere you like but what you owned is what you owned and if you can't hold it, ie. have anyone in that base live on in that base, your base basically can be claimed if all turrets and other defenses are removed.
Anyone can come and go on any tile, If the enemy wants to raid you, so be it, you "suck it up" and defend yourself, simple, straight and true.
Server hosting, I have proposed in a delicated thread in the Rimworld suggestions forum where the game is run off P2P and direct connections. Go there and read...
Thank you.

I am not saying any duct-tape multiplayer, THIS GAME DOES NOT END DEVELOPMENT TODAY.
SERVERS Everyone stores the servers equally and can access all servers equally in the P2P networking, You share the server data around and play from there. This game needs no money to MP about, trust me, zip any save game/map/mod and you will find that it takes NOTHING to share it around. P2Ping at 2.3 Mbps is a breeze to those of you who can call yourselves gamers.
Jerk Players? People who raid all over? You are not alone, if they raided a lot of players, trust me, everyone would be out hunting for them specifically. Hate someone? Attack him. Can't win? Too bad, underdog.

#133
Ideas / Re: Rimworld work templates
January 11, 2015, 06:00:40 AM
+1 but with renaming function please?
#134
Ideas / Re: Give people a Melee AND Ranged slot
January 11, 2015, 05:59:14 AM
Quote from: CB elite on January 11, 2015, 05:36:46 AM
/Sorry for the random entrance to the conversation.

I just wanted to say that I think a simple primary/secondary system would work perfectly for a lot of reasons:

1. Ranged (snipers) could have melee weapons to defend themselves

2. Grenades (as a secondary) could be one/two use only, with a firearm as a primary and such.

3. Tribals could be a lot more of a challenge if given range and melee options at the same time.

4. Combat would require a lot more strategy, making the game more immersive.

That's just my 2 cents :)

Anyways, carry on! :D
We are looking at the possibility for a much more advanced way of managing thing here like having a supersoldier with a rifle, PDW and a rocket launcher and all the relevant stuff. Snipers might as well have a rifle, a pistol and a knife.
Grenades would be something you can carry around so you can even have a grenadier having 50 grenades in total on hand and in his backpack.
Tribals would need a better way of carrying things around than a sack though...

It's not nearly the same, I would rather be able to stack 10,000 12.7mm rounds in 10 boxes of ammo than have to stack 1,000 shots worth of 12.7mm as 10,000 generic bullets.
The ratio of .22 to generic bullets would be 5:1 in terms of material needed.

And then there's the bit about logistics and standardisation.
Would you rather fill up your armory with guns that all use different ammo and waste storage space than to standardise and make say, 5.56mm NATO and M4A1s being the standard SMG while having the UZI 9mm as the MP sidearm?
Sure, you could say that making all the guns use the same ammunition would be a good abstraction but where is the fun in that?

We dont have to animate the maneuvers themselves, we just have to move the pawns differently to represent different types of maneuvers. That way, we can really make melee skill matter in melee fighting than just chance to hit etc.

Uranium is practically not a limited fuel item since it can be fissioned to annihilate 4.4% of it's relativistic mass to energy before being 'depleted' and that is a large amount of energy even for something like Uranium-233 which has a mass of 15 kg to fission and from there, generates enough power to last the suit (in a 11cm^3 sphere) for who knows how long?

There is no use abstracting most of the melee techniques because those techniques DO matter in all forms of fighting.
+ I must add that all the weapons in the game is unrealistically abstracted to have a range of the adjacent square which should not be the case for long swords etc.
#135
Ideas / Re: Oil and oil generators.
January 11, 2015, 05:38:35 AM
Quote from: Johnny Masters on January 11, 2015, 04:50:25 AM
alphas already break saves. Shouldn't be constrained by such things. I'd like some kind of xeno-bio-mass more than oil though.
You don't get it, map generation is hardcoded by Tynan.

Quote from: Mihsan on January 11, 2015, 05:22:32 AM
Quote from: Splinterbee on January 10, 2015, 11:59:28 PMoil

I just want to remind one thing from Rimworld lore:

Rocketrees - These trees form rocket fuel in their cores over many years. They were created as a fuel source and are extremely dangerous in a fire.

So why bother with oil (should it even be in terramorfed world?), when we can grow up rocket fuel?
Don't try it, please don't. It would make a lot of things OP to have trees spontaneously combust in an explosive manner. Eg, Lighting Strikes and incendiary mortar.