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Topics - Ramsis

#21
Okay so this isn't an official post or anything so don't go bothering Tynan!

Anyways, as I'm sure everyone already knows, the trailer is so horrifically outdated it's silly to watch for any veterans and it doesn't even come close to showing any gameplay of merit outside of building and shooting.

Here is my proposal; We need a new trailer and the person who can supply the best one isn't Tynan... no Tynan has supplied enough.. That person is YOU my friend. You have the experience, you have the know how, you know what RimWorld is and what others want to see from it.

Old Trailer for Reference:
https://youtu.be/DJmYKKzC0uA

Checklist on what your trailer should be:

  • No more than 2 minutes long (We don't want to bore them)
  • No mods (This is to help promote the Vanilla experience)
  • Try to use RimWorld's music (Just Google/Youtube it)
  • Show off everything the game has to offer!
  • Don't speak... unless you can stay in character and have a REALLY high quality mic/speaking ability
  • Try to show off your base!
  • Have fun with it (it's not a chore)
  • Make it with the knowledge that Tynan may ask for it for official use
  • Repeat part 7!

Again this isn't official or anything but if Tynan spots one he truly likes he may ask for permission to use it for Ludeon marketing. Post em on Youtube btw, that way it's easier for everyone to watch.
#22
Okay so tad baffled and I'm sure some others are too on the most recent postings on your update blotter.

June 1
Colonists respect allowed areas in all work and joy situations including skygazing and walks.
Colonists specifically go to allowed areas if they are outside them.
Area management dialog: Add new, delete, rename.
Colonists ignore assigned allowed areas that have zero cells.
We draw area restrictions while mousing over the option to select them.
Misc fixes and optimizations.
Heavy optimizations to verb cast position search algorithm.
May 31
Colonists respect assigned allowed areas for most situations.
Further work on allowed areas: assigning them on overview tab.

Is there any way you could take some time and explain what exactly we can expect? Preferably with some pictures if you'd be so kind.
#23
You know what RimWorld is lacking in? The fan art department DUH!

We have a few pictures from the Subreddit but honestly the forums just feels so drab and dull despite our vast community of awesome people coming on daily! My thought? LETS GET SOME ART FLOWING!

Could be anything RimWorld related. Even if it's something as simple as a bunch of stickfigures at least you tried!


Some ideas to get the juices flowing:

A landscape with your base in the background, maybe enemies closing in.
Your base and the colonists inside it.
A sad moment where your doctor can't save your favorite colonist.
Drinking up while relaxing in some comfy chairs with a TV showing a good show.
Flaming Muffalo
The silliest art piece your colonists have made.

These are just some ideas to branch off of folks. This isn't some contest, there is no prize, this is only a request for the more creative members of our flourishing community to get those juices flowing and to make wonderful art pieces. If we get enough we might be able to get a gallery of sorts going on the main site; not to mention a showcase going on the Subreddit.

Drawing a piece of colony artwork? There's a thread for that too! Check it out here:
https://ludeon.com/forums/index.php?topic=11206.0

GOOD LUCK EVERYONE!
#24
In regards to:


I ask as this post really seems to throw a wrench in the shape of a question mark at the current situation. To me this sounds like voting and ideas are going to be pushed more from the community should you find a proper system you like. Granted this could be some minor update to the suggestions board for all any of us know but I figured an explanation on your thoughts would benefit the lot of us.

Pretty sure I speak for a good majority when I say that it would be great if we could slightly push development towards certain goals for updates. Not in a way that forces any hands or anything from the dev-team, just a form of gentle poke where you're working on an update and you might take on a new feature that's currently trending in votes.

And as always, three cheers to Tynan for the hard work. I feel this patch is one that goes in a direction we've needed for a while. Players new and old will prosper from having to use more advanced tactics to counter the encroaching pirates and tribes. Also don't get me started on finally getting new events <3

Speak your mind friends! If you open this post give your two cents in your own post.
#25
Just trying to gauge some ideas on what people are really gunning for at the moment!

Personally I'm shooting for Husbandry and the inclusion of lesser vehicles like carts for mass hauling. Or maybe items that colonists can wear that let them do things such as helmets that put out light, helmets that increase accuracy, backpacks that allow greater storage, etc!

Tell me RimWorlders, what is your greatest desire for Alpha 10?
#26
Off-Topic / Starbound update after 6+ months.
January 28, 2015, 08:37:29 AM
Just letting everyone know that Starbound is getting it's first stable update since April of 2014. This update brings in a plethora of changes, fixes, new content, etc.

Also it goes on sale with 25 percent off today! It's a pretty good game despite some crappy business practices by Chucklefish. If you liked Terraria, well it's pretty much Terraria in space made by some of the old staff of Terraria.

Next thing being planned for the next update appears to be customizable vehicles that the team supposedly plans on making completely customizable by the player.
#27
Like the poll says, what is your favorite new addition that's currently on the way?

Personally I'm happy about new crops because I'm a huge Harvest Moon fan and love the idea of my colonists having some variety in diet. Here's to hoping that when/if Tynan adds in fluids and water we see even more detail being added to farming.
#28
Sorry, not much of a beer person myself but I'm sure a lot of people would be quite happy to see some additions of wine and the mixing of fruits if you get a wild hair.

Also hey, different alchohols would be marvelous because we could add qualities to it and sell them for higher prices/ship them to allies and enemies to buffer our friendships instead of wasting all our silver!
#29
Just figured I'd ask seeing as you've been working your butt off on it and I know we're all curious on what you've fixed/changed in regards to how people function and do things in game.
#30
Alright so for those of you who might be a bit newer to RimWorld, we at one point had a rather popular mod called Project k9. The idea was that dogs, wolves, etc would be added to RimWorld and could be used as lesser colonists. You had minor control over them, they'd pretty much do whatever, and they loved to do hauling jobs which made colony life a little safer. Project k9 was more or less my idea and the mod itself was made by others.

We have the remnants of the old Project K9 to play with here: https://bitbucket.org/picancor/projectk9/src with full rights to the assets.

Things having dogs in RimWorld changed:

Dead bodies were dogfood. Literally watch as your dogs and wild dogs scavenge the lands tearing apart bodies for free meat. Just had a successful battle? FOOD FOR THE DOGS (and no they don't care if it's human meat!)

Hauling champs: Dogs can haul all day and all night. They could only haul so much though as not having hands makes that task a bit harder, but they could haul some serious butt. Why send your colonists on a potentially dangerous mission to go pick up food when your dogs can do it?

Dog Furniture: Your dogs have nice comfy beds and food bins to eat/drink out of.

Melee Specialists: Don't get in a fight with a dog unless you hope to lose an arm.

Things that would have to change for the new RimWorld:

Research: Why not make your dogs better?
Temperature: Obviously most dogs do better in the cold.
Medical: Dogs were introduced well before the med system was made.
Prosthetics: See above ^
Furniture: More furniture would be nice.
Breeding: Because puppies!

If anyone is up to the task of rekindling this beloved mod know that you'll earn some serious brownie points from me and some love from the community.
#31
RimWorld currently holds the rank of

Not sure if I can take any credit for revving up the hype train or not but hey we got RimWorld into the spotlight!

Oh.... and yeah... hey friends look at the RimWorld page again and you'll see:
WE DID IT! WE GOT RIMWORLD INTO THE TOP 100!

But wait there's more! If you go to http://www.indiedb.com/games/rimworld you'll find that button near the top of the page itself; CLICK IT and vote for RimWorld again! The button will redirect you to the actual top 100 page. Let's see if we can't get RimWorld in the top 10 of the top 100 games this year!

Get everyone to vote! Got a friend? Show him/her RimWorld and get their vote! Do you own a Dog? Well RimWorld (used to have dogs) might have dogs at some point so get it's vote! Let's show Tynan some community support once again!

ARE YOU IN A RUSH TO GET OUT THE DOOR?! Click this link then to quickly get right to the spot where you can vote for RimWorld. Takes one quick click and no signing in/up for anything. http://www.indiedb.com/events/2014-indie-of-the-year-awards/top100#vote25075
#32
https://www.youtube.com/watch?v=JvK0Q17808g

Changelog:
Temperature and seasons
A new temperature system tracks temperatures indoors and outdoors.
Characters can get hypothermia, frostbite, heatstroke, or burns from being in extreme-temperature areas.
Certain clothing can protect against temperature discomfort/harm.
Temperature changes daily and on a yearly cycle according to where you are on the planet. There are distinct seasons.
There are special heat wave/cold snap events.
Added heater and cooler buildings.
Food spoils. This can be slowed or prevented with refrigeration.
Snow falls and accumulates over winter. It slows down movement.
Snow can be cleared manually, and will melt if heated.
New apparel: Parka and tuque.
Added new biomes: boreal forest and tundra
Art and crafting
Sculptor�s table added. Colonists can create abstract sculptures.
Sculptures and melee weapons have a quality. Quality is influenced by crafter skill and affects beauty and damage.
Apparel crafting now allows crafting any kind of apparel.
Can now craft any kind of melee weapon from appropriate materials.
Created �unfinished thing� step to crafting. Crafting can now take several days per item (as in the case of advanced weapons or art).
Added art trading.
New content
New animals: elk, hare
New plants: pine tree, birch tree, moss, xerigium
Xerigium plants can be farmed and refined into herbal medicine.
New power plant: wind turbine.
New weapons: triple rocket launcher, doomsday rocket launcher.
New items: Glitterworld medicine, herbal medicine.
Alphabeaver event creates alphabeavers who will consume trees until stopped.
Ancient cryptosleep shrines now generate on the map. Open the cryptosleep caskets if you dare � the occupants may not be friendly.
Economy and trader stock generation reworked and rebalanced from the ground up.
Stats inspector allows inspecting more things in more places, and provides more, clearer info.
Several new songs from Alistair Lindsay.
You can now release prisoners. This gains you goodwill from their faction.
You can now configure your keyboard hotkeys.
Dozens of other fixes and improvements.
#33
http://www.indiedb.com/games/rimworld

Go there, click the vote for button and let's see if we can't get RimWorld to atleast the top 50! You've played the game thoroughly, the man has worked hard making the game wonderful as well as trying to please the community and by god it's time we win him a medal (or whatever they win!)

He's said there is close to 50,000 copies out which means there are at least 50,000 potential votes every day or so! You literally just have to click that vote button, no logging in or anything!

MOVE MOVE MOVE!
#34
This poll is just as a question on my end. I know we have a lot of Tech Tree Minami players who swear by the sword about how much they love starting from the bare minimum and love working tooth and nail to get to modern day RimWorld. Personally I'd love to go from sticks and stone to Glitterworld at some point but obviously the game itself isn't there and Tynan is trudging as fast as he can on updates.

What are your thoughts?
#35
I guess my question comes with a bit of a pessimistic flair but I just can't logically think up a need for planning mode. Maybe it's the way I play where I know what I'm looking for and how I want it, or maybe it's just the fact of the matter that my style tends to work perfectly 9 times out of 10.

Does anyone here have any stories of where they use planning mode or can explain to me some cases where planning mode was the best thing ever? Idk, I kinda wish Planning Mode would be adapted into some sort of building plan saver that could be saved and reused but meh.
#36
I guess I'm a bit confused on why we'd be able to release them or better yet how the system would work. Are we like... "Okay Mr.Pirate! We know you slaughtered 20 of our colonists but you have a capture rate of 99 so we're just not going to waste any more food on you!" then you let him out and.... he attacks the first thing outside the doorway?

I don't know honestly as new features don't always get explanations but I'm a bit baffled. Also better yet is there some type of reward for this? Are we able to capture pirates and then slowly trickle them back to their clan so we get favor or are we going to just let some random mass-murderer get away?

I'm figuring this is the more ethical way of getting rid of prisoners. You aren't killing them or mass harvesting them, and you aren't selling them which upsets your group. Maybe when you release them they become temporarily neutral and just walk off the map?

Any input at this point would be wonderful.
#37
Ideas / Should RimWorld have drones?
November 16, 2014, 08:08:03 PM
I'm just asking as Tynan made his little post on Twitter and it got me thinking about the capabilities of drones in the games. I mean it answers a lot of questions.... Need something from the other corner of the map hauled? Use a drone! It might get a bit low battery wise but rather that then risk a colonist! Got a bit of a pirate problem? Load a drone up with a gun of your choice and send it out! All you need to do is plop a colonist at a console and keep your drone charged up. Good to go! Drone dies, oh well make a new one!

Some thoughts:

1: Drones can come in any flavor really either with tracks/wheels or flying.
2: Drones would really open up the research tree and give you something to spend resources on.
3: Drones would give you the ability to not risk your colonists for certain tasks.
4: You lose one you make a new one, takes a bit of time but hey that's one colonist that didn't lose a leg to a sniper shot!

Just trying to scope out some thoughts on drones. It's something I highly doubt Tynan would ever add to the game but next to the MAI mod this little gem would make RimWorld a much more interesting game in the long run.
#38
So going to try and make this quick and easy as I know you're busy prepping this update with massive amounts of content:

1. Will there be any visual representation or visual way of seeing hot or cold spots without having to hover the mouse? For example, will there be some color differences or even an option to see heated locations?

2. About how many hot/cold generating items can we expect right off the bat?

3. Can individual limbs suffer? Say an arm or leg developing frostbite?

4. Will we finally get campfires?

5. Can we use the temperature to outlast attackers? Such as pirates sieging or clans that take forever to walk to your base?

That's pretty much it honestly. I mean it's all an amazing system that I know a lot of people are dying to get ahold of. Keep up the great work!
#39
Everyone please vote!

This poll is more to get a general idea of where everyone is from in terms of how our community is molded. Does it really impact anything? No, not really though it might explain some tendencies in playstyles if some of the poll options get picked over other poll options.

Also hey, for some conversation fun tell us how you like the game/community/etc so far and your favorite part about it!

I personally enjoy how crazy the modding side of it is and how awesome Tynan has been in actually being a Dev that seems to give a crap about the players of his game. Like most of you playing Indie games I've been burnt out from bad devs, lack of interest from admins/mods, stolen money, etc.. But Tynan seems to honestly be the great turn around in terms of having some humanity left!
#40
And it was the most vague post the changelog has ever seen in the history of changelogs.

So boys and girls, seeing as this is something that has it's own ability level in the skill tree, what do you hope art will eventually lead into? Pictures with buffs, statues that scare away enemies, maybe the ability to not require us to spend 5 months to get one 99 rate prisoner to convert?