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Messages - Eleazar

#31
Quote from: Vexare on February 25, 2015, 09:13:00 PM
Why does a smoothed floor give +4 beauty while a stone tile floor only gives +2?

....

I also don't understand why crafted walls don't give anymore beauty points than the rough chiseled cave walls do. Again, takes skill, time and materials to produce marble brick walls - it should up the beauty because it's hand-crafted.

Carpet used to be a 5, but now it is 2 also.  I don't know if it is intended, but it seems odd that smooth stone is the hands-down best.

And are you sure crafted walls don't have more beauty?  The used to, but the beauty preview doesn't display numbers for walls.
#32
There are a lot of different types of leather, and few of them are unique.  Even though hare leather is statistically the same as squirrel leather, you need to accumulate enough of a single type before you can craft with it.  In the mean time each kind takes up a cell in your stockpile.

I think the game would benefit from some consolidating some of the leather types, something like this:


Humans = Disturbing Leather
Muffalo = Blue Leather
Rhino = Rhino Leather
Boar = Rugged Leather
Deer, Elk, Dromedary = Leather
Iguana, Cobra, Tortise = Scaly Leather
Squirrel, Hare, Boomrat, Monkey, Alphabeaver = Fine Leather


You can mix and match a bit differently according to your whim, this is meant to be an example.  This would cut down the number of leather types about in half.  I've tried to make the names general so that future creatures can use existing leather types.

EDIT:
Changed the suggestion a little better correspond the stats in A9, rather than the wiki
#33
Mods / Re: So... Pants...
February 25, 2015, 01:41:06 PM
I love it!  I had figured there would be layering issues with different kinds of garments, but i'm not seeing it.

Quote from: Viceroy on February 25, 2015, 07:57:59 AM
Wouldn't it be possible to have the same pants texture for all of them and just use the colour the materials of the pants have to set the sprite up.

That's how it works.
#34
Ideas / Re: Instead of 3 mortars and 1 ammo type...
February 25, 2015, 09:42:35 AM
Quote from: NoImageAvailable on February 25, 2015, 06:19:31 AM
Quote from: Eleazar on February 24, 2015, 11:43:05 PM
OK, makes sense, but how would it be controlled?  I suppose the pawn could just pull from the nearest stack.  If you didn't want ammo X to be used, you would forbid it.

Just add buttons to the mortar, i.e. when selecting it along with the "Set Forced Target" etc. buttons you have a choice of ammunition: Load HE shells, Load incendiary shells, Load EMP shells.

Then what happens if you run out of the kind of ammo you selected?
#35
General Discussion / Re: No Gratitude
February 25, 2015, 12:00:50 AM
I'd like it if "Rescuing" faction-less had a chance of motivating the pawn to voluntarily joining your colony as soon as he's healed.  Depending on the pawns experience in the colony combined with a die roll.

Certainty wouldn't be very interesting, but either way, there should be some sort of message.
#36
General Discussion / Re: Medicine Types question
February 24, 2015, 11:57:27 PM
In the order you listed each is more effective than the one before.

Also Herbal needs to be refrigerated.
#37
Ideas / Re: Perishable and Degradable Items
February 24, 2015, 11:53:07 PM
Quote from: Novellum on February 24, 2015, 05:24:00 PM
I would like to point out that with this you would have to have herbal medicine under perishable, and then medicine and glitterworld medicine under degradable. That would be slightly more confusing than having to test trial and error.

I think the very slight increase in learning curve is justified by the increase in convenience for all the other hours thereafter.

Or as D. Fool suggests, the perishability/degradability on a few items could be altered to keep all similar things together.

Also, I greet Darth Fool, since i'm now certain he's the same Darth Fool i used to know working on Battle for Wesnoth. (Not that that name is very common)
#38
Ideas / Re: Fishing Ability
February 24, 2015, 11:49:12 PM
I would support the idea of fishing, except it would ad yet another column to the "Overview" screen.
#39
Ideas / Re: Apparel burning thresholds
February 24, 2015, 11:45:11 PM
Quote from: tommytom on February 24, 2015, 07:53:04 PM
Quote from: Shinzy on February 24, 2015, 06:18:08 PM
would also love if you could store apparel of specific quality and/or %amount
it's kinda annoying looking through that huge dump of mine for the wearable ones =P
Won't really be needed once Tynan puts in the "uniform" stuff he said he was looking into for A10.
Sure it will if you want to sell/burn (or even hopefully repair) clothing that fits certain damage or quality  criterion.
#40
Ideas / Re: Instead of 3 mortars and 1 ammo type...
February 24, 2015, 11:43:05 PM
OK, makes sense, but how would it be controlled?  I suppose the pawn could just pull from the nearest stack.  If you didn't want ammo X to be used, you would forbid it.
#41
Ideas / Re: Pictures for the art sculptures
February 24, 2015, 11:23:06 PM
The descriptions are really flavorful and interesting, and often make more sense that art appreciation texts i've seen.

I can't imagine that any generic picture would do anything but detract what imagination provides.
#42
Bugs / Re: [W|0.9.725] Hunters dropping corpses
February 24, 2015, 07:03:50 PM
I've seen it happen quite frequently, but the hunter seems to drag the corpse about half-way to the base and then drop it.  Not always do they go and eat or rest, sometimes they go back to hunt.
#43
Ideas / Re: Finite populations
February 24, 2015, 05:38:36 PM
Quote from: Kruniac on February 24, 2015, 03:32:38 PM
I don't know who would create such a DF-esque world generation system and not implement a finite amount of people in each population.

Rim world doesn't attempt to be a planet simulator.  At it's core is a Story-telling engine.  The point is for a series of interesting and dramatic things to happen to your colony, not for a plausible series of events.
#44
Quote from: Kegereneku on February 24, 2015, 02:50:23 PM
- Hard to tell a weapon efficiency from its damage over its quality (Is a 99% (poor) better than a 30%(normal ?))

I wonder if there's any point in having those two stats for weapons and clothes.  Why not combine them?  So if you did a bad job crafting a sword it would start at 50% deterioration (or whatever), so there's just one metric that does everything.  I see little value game-mechanical value in distinguishing between a badly damaged but well made article, and undamaged but poorly made article that happens to have the same utility.

Quote from: Kegereneku on February 24, 2015, 02:50:23 PM
Somewhere I seem to remember Tynan saying he wasn't entirely satisfied by the system (and also that colonist would ultimately pick up clothes themselves of something)
He said he doesn't like the micromanagement  that now occurs changing the pawns clothes to keep them non-ragged.  He plans to let pawns dress themselves to some degree.
#45
Ideas / Re: Perishable and Degradable Items
February 24, 2015, 05:16:31 PM
I support this idea, it would often save time.

Quote from: Darth Fool on February 24, 2015, 01:59:27 PM
Note that with this, wood would move from degradable to rugged, which to me makes sense. 
To be clear, you are suggesting that wood no longer degrade outside?  If so, i agree, a felled tree trunk lasts for years out in the elements.

And body-parts are currently non-perishable. Are you suggesting a change, or committed a mistake?