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Messages - falcongrey

#136
Support / Re: SendOwl download link
April 06, 2016, 07:25:29 PM
Quote from: Skissor on March 16, 2016, 01:49:22 PM
Well it was definitely down so I wasted 5 downloads. But it works fine now and I was able to get a copy again.

It took me all my downloads to get it too. I have 0 left now. Kept getting errors trying to download.
#137
Support / Re: Move save games between computers.
April 06, 2016, 07:08:42 PM
Quote from: BlackSmokeDMax on April 06, 2016, 02:42:06 AM
Looking to move save games between two of my PCs, and have a couple questions. Do I need to move or copy any of the files from the users/local data/ludeon ... directory or just the save game itself? Even if it is a modded game?

Normally I'd just do it and test it myself. But I'd hate to do that and find my save gets corrupted and I lose a bunch of time spent, when it's possible someone already has done the legwork and has an answer.

Really hope cloud saves are part of the Steam release whenever that happens!

Thanks in advance for any help!

What I have been doing is using my  dropbox for this. The game and everything is in a folder on my dropbox.

The format I use is this.
Dropbox\RimWorld Game\ (game files)
Dropbox\RimWorld\ (save files)

I then create a shortcut to the game and modify the 'target' line to this: "%USERPROFILE%\Dropbox\Ludeon Studios\RimWorld Game\RimWorld.exe" -savedatafolder="%USERPROFILE%\Dropbox\Ludeon Studios\RimWorld"

I also change the name of the rimworld exe file and data folder to simply "RimWorld.exe" and the folder "RimWorld_Data". This way when there ARE updates like this release, I don't have to change the shortcut, only rename the exe and data folder again and everything is done.

With this setup, I can play Rimworld on both my laptop and desktop without the need to transfer files or anything. Even installing mods on 'one computer' automatically is updated on the other once it is turned on (so long as Dropbox is sat to autostart).


#138
And while the majority of players won't 'save scum', often the devices developed to prevent it end up becoming issues and problems for those who never would do it.
#139
Quote from: mumblemumble on April 06, 2016, 02:21:32 PM
Honestly with the "save scum",  thing,  i think instead having an xcom tick box to prevent it that you can turn on / off would be ideal,  rather than it being forced on,  and screwing people who say,  save right before a raid or something.

Besides save scumming is a very different type of exploit.

I think this is what the new perma death mode does. ;)
#140
Remember, 1 per topic.  ;)

I think, and this is more opinion than not, that this behavior is only when it JUST starts to catch like when people can still pick up a burning item/corpse themselves.  I personally think it needs to be put out before either being picked up or 'ate'.  If you watch, when wild animals catch something that goes 'boom' they run around until they are put out from being on fire then run over for their meal while the item is burning some.
#141
Quote from: mumblemumble on April 01, 2016, 07:24:00 PM
I said in my post, NO DOOR specifically. if its just solid walls, they just give up, and submit to their fate.

And someone who is doing this kind of exploit won't care about not having a door.

Oh also, this works to farm goodwill easily, by rescuing them, despite inflicting it upon them.

Ahh my bad. I missed the 'no door' part.  :-[
#142
Quote from: mumblemumble on April 01, 2016, 07:13:07 PM
Sorry if this a bit late, but locking visitor pawns inside inescapable rooms (just walls, no doors). They are trapped, cannot escape, and eventually starve to death without even trying to bash down a wall.

Its an extremely easy, if tedious way to get loot at the start, just wait a few nights till the food goes away that they brought, eventually they will kill each other out of stress, then once everything is said and done, open the vault up and claim the gear, all without the faction minding. You can also speed this up with heaters / freezers to cook / chill them.

Granted this takes a WHILE, particularly with the fact they bring multiple meals, but you can really, really exploit this, for free equipment, and many other things.

I think if a pawn is in danger (starvation, heat, cold, ect) and has no way to escape the map, they should make a way themselves, perhaps even resulting in a very small drop in goodwill.

I also noticed, locked in the tiny room, the pawn did not even consume all her carried meals before collapsing from starvation.

These were tested in 13.1130

I actually JUST tried to do this, granted I DID make a door, and the pawns after a while attempted to bash the door down once one or more went bonkers from stress.  Same build, 0.13.1130.
#143
Quote from: ciditi on March 29, 2016, 01:44:10 PM
Quote from: ZestyLemons on March 22, 2016, 10:02:49 PM
Here's a tiny doozy for you, Tynan: https://ludeon.com/mantis/view.php?id=2295

(for the lazy: Euthanizing colonists gives colonists less negative thoughts than letting them starve to death)

Could the negative thoughts with euthanizing colonists/prisoners be reduced if that unit has suffered a terminal injury, like brain damage, or if they're permanently unconscious for some other reason?
Or maybe some random counter buff like people being relieved that the suffering has stopped?  Might open this up to other exploitation though, like forcing some LVL 1 doctor to perform some ill fated surgery...

While euthanizing someone should be a negative hit, I feel it should have less impact that say watching your friend die while a raider attack goes on. I also feel it should be more situational. If there is a chance someone can live if the life support is left on until a new heart is found, it should be harder to take than say someone who was brain dead and there was no hope because they were already gone.

But going back to the exploit of someone starving in a locked room... While this is a game, I think this exploit is kind of a reflection of society in general if you look at history. Historically, not much has changed to address starvation and the thousands that die per day in the U.S. alone compared to back in the times of Rome over a thousand years ago. People in general will find ways to 'excuse' them self from attachment of that person having starved to death (it was so and so's responsibility / I did and gave all I could but I had problems too) compared to giving permission to take someone's life after everything had been exhausted to save it.

Non-the less... perhaps set it up that if a colonist starves to death and no one else is starving a major hit on the colony is taken to address the game exploit?
#144
Get out a LARGE pot of coffee... it's going to be a LONG night!
#145
Quote from: Noobshock on March 25, 2016, 06:03:57 PM
killing non hostile roaming animals while reducing risk (shooting boomalopes, or dangerous high hp stuff like thrumbos etc)

targeting  specific particularly threatening hostile pawns/MECHANOIDS within reach (omg shoot down scythers first before they amputate my guys)

that's about it for me.

but I do very much like having the option to micromanage turret targets

Same thing right here.  Use it to target dangerous opponents with less danger, singling out REALLY deadly targets to take them down first, stuff like that. Very VERY useful option.
#146
Ideas / [Balance] Beds not using cloth to be made
March 26, 2016, 02:25:52 PM
I'll start off by stating I used mods with A12 for so long I can't remember if it was a mod that added you needed cloth to make a bed or if it was part of A12.

Personally, I feel any kind of bed should require some amount of cloth to make the mattress and sheets. The mattress alone should require at least a quarter to half the amount of material it requires to make the bed.  Example, a Steel bed currently requires 35 steel and a steel double bed currently requires 70. I feel it should be a Steel bed requires 35 steel + 17 cloth to make and a Steel Double Bed require 70 steel + 35 cloth to make. Cloth is easily 'grown' from cotton plants or at the least traded for in caravans.

Side note: Simply making a bed from steel would equal to a very hard flat steel surface to lay on which I think would be very uncomfortable and the ground would be softer.
#147
General Discussion / Re: Maximal map size option.
March 24, 2016, 06:54:28 PM
Yep, when I first started playing I played "Ludeoncrilous" size 400x400.... now I just do the "Large" 325x325.  I never had any issue with the 400x400, it is just SO large that the pawns take all day to go from 1 side to the other then back again if they make it and don't turn back for something like 'oh, gotta eat' right before they get to where they are suppose to go.

When you go to start the new colony, the 'Advanced' button down below the map in the center. Click that and you can select starting size and starting season.
#148
-Looks hopefully for birthday present... Sighs and continues waiting-  :'(
#149
Quote from: cultist on March 15, 2016, 12:08:41 PM
Quote from: Fluffy (l2032) on March 15, 2016, 02:51:12 AM
DF fills a niche, and it really is a work of art. It should be used as an inspiration, but to attempt to copy it is both unnecessary and futile - it's not something that can be done by a team (not financially viable), and any single developer will have a decade long catch-up to do (while living off of donations - not something many people aspire to).

I totally agree with this. I gave DF a spin a few years ago, and gave up almost at once. I believe it's an amazing game for the right people, but I don't want to spend half a day with a wiki just to learn the basics of a game that refuses to tell me anything about how it works, what the UI does, what the goal is, what the difference between the grey blobs and the brown blobs are... if you're going to have a very complex game with basically no graphics, you'd better have an amazing UI and a great presentation. DF has none of those.

And this here is part of why I left this core world and set out for the Rimworlds... While I was amazed and fell in love with the dept and how detailed it was, because of the lack of graphics and UI (even with mods) I just couldn't become immersed into it like I find myself with Rimworld. Tynan has found an interesting balance within his game and every time it grows, the immersion becomes deeper and more complete. I've lost over a hundred hours into this game so far, perhaps hundreds. I've added a startup link to steam now on my base PC so I can start tracking the time.

DF has its place and will for a long time touch MANY games and developers, like Tynan. As for transforming Rimworld into something as complex and detailed as DF? Perhaps in time it will gain both of those. Perhaps in time, Tynan won't just have us building on the surface and into a mountain side but building up into mutli-level constructs, higher into mountains, and down into the depths of the planet we crashed landed on. Time will show how it unfolds and which direction the master story writer of the Rimworlds decides to take his creation.
#150
Quote from: captiva on March 14, 2016, 12:20:22 PM
I am glad to see a new release too. I bought this game around my birthday last year. Has been no updates since. I am glad to see the developers finally back working on their unfinished game as I was/am still upset I spent my money on this game when nothing has been done to it in so long.

I do fully understand how you feel on this one, frustrated and let down. It was sadly just bad life event timing in regards to the time Tynan went on vacation and when you purchased. He had already spent a little over 2 years pouring himself and coding this all on his own when he chose to take a long break before he burned out (which would have been the end of Rimworld...).

The good news is that the development never stopped, just the normal monthly updates from Tynan did. Tynan had another coder beating away at Rimworld while he was gone and even on his vacation he was still overseeing and periodically adding his own work to it thankfully! Now Tynan is actively back in the game so we now have TWO coders beating away at Rimworld when originally before his vacation and before you purchased we ONLY had Tynan!