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Messages - akiceabear

#136
Ideas / Re: Your Cheapest Ideas
September 05, 2015, 10:06:30 PM
Better AI for food hoppers - make pawns switch out an item that is too limited to make a meal, and switch in another item that is numerous (perhaps the most numerous allowed item). Currently this requires micro, either to disallow the limited type, or more often just forcing a poor pawn to consume it raw and then move in something more abundant.
#137
+1 I like the spirit of this mod, although probably won't use it much until the "NotOnlyBeer" issue is resolved in vanilla (the other mod seems out of date...).
#138
Ideas / Re: Your Cheapest Ideas
September 05, 2015, 08:21:42 PM
Strongly agree on the rumba idea
#140
General Discussion / Re: RimWorld change log
September 05, 2015, 08:10:01 PM
QuoteCan't wait till it's done, it's gonna be fucking amazing.

I hope its never done! :)
#141
Thank you! One of my favorites with CR!
#142
General Discussion / Re: Alternative to right clicking?
September 05, 2015, 10:35:12 AM
Quote from: Rahjital on September 05, 2015, 10:32:13 AM
What do you need right click for? If it's scrolling, you can enable alternative way to do it in options (by putting your mouse near the edge of the screen).

Anytime you want to micro your men with forced prioritization.
#143
Ideas / Re: Minor Crashed Ship events
September 05, 2015, 09:33:26 AM
Blub - that's a fair point, and helps with that one concern. As mentioned, it should be cheap to add so why not?
#144
Outdated / Re: Help [A12] InfinityKage's Modlist
September 05, 2015, 09:04:10 AM
Thanks to IK and utai - bookmarked the Google Docs version, very nice.
#145
Ideas / Re: Minor Crashed Ship events
September 05, 2015, 09:02:59 AM
Alright idea. I think the key difference with existing events is there is no timer forcing you to attack the ship (poison, psychic wave), so its a decent intermediate event. Another pro is that it probably is very easy to implement.

A big con is that its pretty boring - it doesn't add anything meaningful to the story of a game that isn't already there. Also, making the progression perfectly smooth makes the story a bit too predictable.
#146
QuoteOkay, now I can reproduce the bug. It doesn't seem to happen in Vanilla though. Strange considering I have no idea what could be causing such behaviour.

FYI - at the least I can clear out the "ghosts" by saving and reloading. Same deal when I have construction that I can't right click on/everyone ignores - saving and reloading seems to solve the issue.
#147
I've seen similar - for example, a boomalope is killed and explodes, burning the body out. Except the fire goes on forever, and if you mouse over the area the desc in the bottom left still says boomalope (although no body visible/selectable the body burns away).

I don't know if this is a CR issue or a A12 issue - in general I'm noticing many more of these types of bugs this alpha...

Edit: spelling
#148
General Discussion / Re: Toxic Fallout - Remove?
September 05, 2015, 07:54:14 AM
Quoteis absolutely guaranteed to occur eventually. 

This is the real problem - with all events. If you play any game for 2 years you'll inevitably see every event at least once. It makes each colony less unique.

The solution isn't nerfing this one event - its adding so many events that the probability of any single event is quite low, so it feels special when it does fire. "I heard about this one, let's see if I can make it through!"
#149
General Discussion / Re: Toxic Fallout - Remove?
September 05, 2015, 05:44:49 AM
Quote from: Panzer on September 05, 2015, 05:10:05 AM
The event by itself might not be the most exciting, true, but it is not poorly designed. It becomes interesting in conjunction with other events, a siege or shippart, maybe even a droppod with things you really want to have but is on the other side of the map.

+1
#150
Ideas / Re: Less severe "incapable"
September 05, 2015, 05:39:57 AM
SaintD nailed it - strongly agree with his views on this. I think there is scope to retool the paid-for backstory attributes without pissing off backers - its a stats adjustment, not to the story itself. Maybe paid-for backstories could be unique versions of more common archetypes.