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Messages - falcongrey

#151
General Discussion / Re: It Just Wouldn't Die...
March 14, 2016, 12:28:37 PM
Quote from: woolfoma on March 14, 2016, 07:09:55 AM
Rest in pieces squirrels of war... rest in pieces...

The Squirrels of War.... sounds like an Epic Novel to me!  :o
#152
General Discussion / Re: Eggs
March 14, 2016, 12:22:25 PM
Quote from: Skissor on March 14, 2016, 09:46:31 AM
Believe it or not, but the roosters have a certain "limit" as to how many hens they can fertilize. :)

It's simply a limitation of the game mechanics.

Or in this case, the 'Rooster's mechanics!  ::)
#153
Quote from: Daman453 on March 13, 2016, 09:54:50 PM
Hey, good news for public testers, it will be out on the public works soon (1-2 weeks as i see it) It might not release from there though, so April release looking hot.

If this is accurate, that is STILL good news! I am REALLY getting hyped over this new release. If released to 'public testers' on the 21st, that would be awesome for my birthday still. It means that I'll have the release in my excited hands to torture poor survivors of the crash in their vain attempts to survive long enough to re-develop star ship technology and escape me and the evil story teller who loves making things more and more difficult!    ;D
#154
Quote from: TheGentlmen (GENTZ /'jen(t)z/) on March 13, 2016, 06:08:10 PM
I don't get why so much people want RW to become like DF.

If you want something like DF go play DF.

I am quite happy with Rimworld being Rimworld and DF being some core world that was long forgotten about....
#155
General Discussion / Re: It Just Wouldn't Die...
March 13, 2016, 08:16:37 PM
Yeah, those squirrels are the deadliest thing in the game! Of course you have to kill those before trying to tackle those CentiMechs... Nasty little buggers!
#156
Quote from: Tynan on March 13, 2016, 04:36:53 PM
Quote from: mumblemumble on March 12, 2016, 04:45:59 PM
My birthday is the 14th, i feel the same way.

I'm sorry to say we might not make it for this one!

Haha!  ;D

I'll be happy for Alpha 13 to be released when it's ready; not before and most certainly not in October!
#157
I just had to throw that one out there considering my birthday is near end of month (21st).  8)

Would be really awesome if it did coincide with my birthday on the 21st! I'd be playing Rimworld A13 instead of getting fat on cake!  ;D

wait.... I'll probably be doing that anyway...  ::)
#159
The only thing I have noticed with regards to where the raids come in proximity to the base is how closed in the 'roof' area of the 'home' area is. Like if you build it into the side of a mountain, then close in entry to that area by building walls that cut off canyon entry which, unless you used 'no roof area' to keep open, closes off most of the roof area of that canyon the story teller won't drop in raids in the immediate canyon area. However, if you keep the roof open with just the walls up the story teller would still drop them raids into the middle of the closed off canyon that leads into your mountain complex and bypassing the outer defenses.

From an orbital / aerial tactical view, this is correct strategy in that the attacking force is attempting to minimize casualties and would have been planned out this attack before hand to do such. Tactically, land as close to the target without tripping alerts as possible to minimize tiring out the troops as well as past as many outer defenses already in place to minimize injury.

Does this always happen? No, there are always miscalculations to landing zones emplacement (had them drop down in front of my sentry guns before / game over raiders) and had them many times on the opposite side of the map.

Granted, the specifics of how Tynan had the game calculate this is a mystery to me, it appears from what I have seen that it is determined on: edge of roof coverage + size of raiding party (larger seem to be further away) + difficulty level + or - randomness to distance + is it a siege party or raiding party (raiding parties are always closer than siege which tend to be edge of launcher weapon distance and set up camp on landing).

Remember, this is my opinion based on observation and not actually looking at the coding.
#160
General Discussion / Re: How useful are traps?
March 11, 2016, 02:12:54 PM
After having starter colonists die to them several times I never used them again. If the colonists were made a bit more 'trap smart' after sitting them instead of turning around and walking back through them right after sitting them I may consider using them again and trying new things with them.

Side note: This was/IS before the exclusion zones and now thinking of those thanks to this thread I may try them again using exclusion zones to mark the trap and the squares immediately surrounding them to try to force avoidance. However, with the need to 'reset' a trap once they spring this would create a lot of overhead in the way of micromanaging the traps and zones. This would be fine for a starter colony trying to survive with wild animals hunting them as well as random raids, but for larger colonies this kind of thing would likely become useless and extremely time consuming with micromanagement with the consideration of better ways to do this using remote turrets and power lines / remote power cells (setting up charged battery placings instead of mods with remote power transmitters and replacing the batteries when they run dry).
#161
Quote from: Tynan on February 07, 2016, 01:33:58 PM
Finally, while this isn't the goal of the design, it naturally provides some interesting food for thought about ethics, morality, survival, and how they relate. It's funny to laugh about cannibalizing your 80-year-old crippled colonist during a bad winter, but maybe it also says something about our real-life morality and why it differs from that of our ancestors, who lived in much harder environments than we do.

Anyway, I find it interesting to think about. And yet again the power of emergence amazes me.

I think while most people find ways to point fingers for action X,Y, or Z... especially for things in the ancient past, they forget to look at all the factors that lead up to that or those actions. RW, as you put it Tynan, has a unique way of bringing this to the surface without any intent. It simply is there lurking and only needs the right conditions to bring them out just like real life does. It's the reason I love playing RW and have not grown tired of it at all.

Looking forward to A13 release with a little hesitation. More of real life possibilities have been added.

Edit: Just a little after thought on my above message. RW has a unique way of modeling life. Life has a law that most people don't want to believe exists.

The law is this: If the conditions for life to happen exist, life will happen.

That being said, this game has many of the 'possibilities' there, in the game. When the conditions are right; as odd, silly, dark, morbid, sick, or twisted as things become those same 'possibilities' exist in real life.  Granted we aren't going to see a hive of single minded giant insects invading a prison that kick off a riot that turns into a jail break lead by two gay brothers who happen to be also married... but perhaps instead of the giant insects it ends up being caused by poor conditions leading to an infestation of biting insects that finally make these two brothers say enough is enough with the poor treatment, bad conditions, starvation conditions, and so on. As I said, if the conditions are right, life will happen even if it sounds silly or funny in the contrast of a game.  Just think about it a little.

Amazing job Tynan. Even though most of us know it was never intended. Still, amazing.
#162
Quote from: Veneke on January 14, 2016, 10:21:09 AM
Still, it's gone now so that's all there is to that. I presume that we'll still have a changelog from version to version though?

Though I understand why the daily change logs are gone... they would be tedious and time consuming. I do hope and somewhat expect this will happen though at release of each update / version change.
#163
General Discussion / Re: Could heat kill raiders?
January 15, 2016, 11:23:20 PM
Quote from: Lys on January 14, 2016, 12:57:44 PM
It's not an instant killing zone, what is killing the pawns is the heatstroke and they can also catch fire at extremely high temperatures, afaik. So you would probably need some longer, hot corridor where the raiders would die if walking through it.
But since heaters and geothermal reactors can also catch fire you need to find an optimal sweet spot, personally I haven't built something like this but it is very well possible.

-Takes notes then sends in a squad of raiders in armored cryosuits....
#164
General Discussion / Re: True 'Random' Start
January 15, 2016, 11:19:01 PM
Quote from: A Friend on January 15, 2016, 11:10:55 PM
I'm not sure randomizing the difficulty and story teller would be all that great. I for one would use the heck out of this. But I don't want to end up in Easy Basebuilder.
Another thing you could randomize would be equipment and resources.

I personally wouldn't mind setting the difficulty and story teller for the same reasons, but I like the idea also of the 'randomized start equipment'. On a thinking side of it, you could be waking up on a ship where no one sat up the escape pods properly and may only get down there to find "Oh hay, I have a pack of gum! What did you get?" situation.
#165
General Discussion / True 'Random' Start
January 15, 2016, 10:58:30 PM
I'm hoping that eventually Tynan puts in a 'True' random start. And let me explain because I know it does have a random start ability. (Though this talk may be better in the 'suggestions' threads...)

Right now you have a random start by 'creating a world', though you could edit the seed and get to see what you are getting. You can randomize the colonists, though again you can edit each one kind of but at least see before hand what you are working with. And you can pick the level of difficulties and who is telling the story. And you then can select 'Random' on the map to place it where you may look and say 'nah... another random'.

What I would love to see is instead of selecting even 'who' tells the story, you have the option to select "Random". Everything is done for you, including selecting how hard the difficulty levels are and who the story teller is. You simply select "Random Start" and go directly to the 3 colonists crashing to the planet in an unspecified place. This would make for a very challenging start in the sense that you have NO clue ahead of time what is going to happen or what you will have to work with. You don't even know how hard raids or random events are going to slam into you. It may be a milk run or you're doomed before you even began; you simply do not know.

Grey