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Topics - Ramsis

#61
So, just going to throw this out there but for those of you who have played since... oh... FOREVER AGO you already have your special way to build bases. Personally I'm the kind of guy who enjoys finding a large mountain and building into the side of it DF style! I make a few 3 deep by BLANK long hallways and then I kind of ant network from there, but now that the game is moving forward in terms of content and eventual gameplay changes maybe it's time we get the ability to make smaller builds through a prefab system. All you'd do is more or less scan an area like a homezone and it will detect everything player built in the area and then save it as a blueprint etc, then you can name it and but a short description. Maybe it can save in an easy to store text document so people can share building ideas? Maybe folder placement for the more tactical player? It's a small idea honestly and one that I would like to think would be easy to do :<

Thoughts, comments, criticism?
#62
I'm talking stronger doors, watch towers, better gear, traps, bait, etc!

Nothing says stay the hell away from my base like a bunch of snipers patrolling a walled area and sitting in watch towers that increase their range by quite a bit. Also with all due respect there should be some bunker/foxhole buildings by now to let our guys hide in because the sandbags just aren't cutting it. Idk, I just know a lot of people are getting violated by the giant gunbugs and there isn't much that can be done about it just yet and the defense ability of most bases is just a big line of gunners and a turret or two, we need more security options Ty :<
#63
Yep it friggen happened! So I knew my mom and my dad had bought copies for themselves and a few friends and that I had shared my copy with my fiance (sorry if that's a no no ;.; ) and I came home from a normal morning at the gym to find them all randomly scattered around the house playing it. Mom/Dad had their laptops playing it while my fiance played it on my Android tablet and it was WEIRD. You've corrupted my family in the worst of ways with your zany and fun colony game Ty you diabolical bastard!

Keep up the great work :D
#64
Okay I'll say it: we don't have much for our colonists! I know I know people say it all the time but it's true! I mean you are currently working on the siege system which is amazing and the rocket system but I'm still baffled how my little gentlemen are getting to this crazy level of technology when they just spent half a week struggling to chop down wood. Where is the option for those of us that want to just enjoy the game for as long as we can? Is there any chance we could ask you to spend like two days just slamming out really cool things to research into and new toys and what not; take that computer thing for your ship and let it control the lights in my base when nobody is in the room to save power for all I care, just something neat :D

Even if it's just a few days of carving out a new tier of tech or something that would be awesome! I do adore the mods but after awhile I just really want to play a long game of vanilla Rim.

Oh also Ty, while I have your attention can you go ahead and make TURRETS ATTACK HOSTILE ANIMALS?! Sorry, a lot of chatter recently from people wanting that small change and it makes sense.
#65
Think about it folks! Your ship gets taken out at the last minute while trying to get some sensitive information out to stop the evil forces harassing you and your crew ends up saved at the last moment by the emergency pods! Suddenly you're put on some strange new planet out in who knows where trying to survive long enough to build up your ship and go back to the task at hand.

Seriously this will have to be like a Challenge thing for Rimworld/FTL players where you play a round of FTL and when you die you have to start a RimWorld colony until you get a new ship running then you can try again at FTL.
#66
So sitting down with my umpteenth colony and I did some thinking... We have giant battery systems and the ability to create thermo-hydro power source things but we don't know how to make a crappy little buggy? Now of course call me odd for thinking this way but maybe it's time we got some more useful endgame stuff akin to vehicles and research towards them. I'm not saying give us crazy Heli's or a tank that can eat the sun, but something that shows progression would be marvelous! Early tech, buggy! You get the ability to build a vehicle for a crap ton of resources or with different items and should the AI think that a pick up from far away is literally too far away they hop in the buggy, go get it, and can unload it from the buggy! This does two things; it gives the players a high risk high reward present of sorts that can be utilized in logical ways while still keeping the general challenge of the game. Also the buggy runs on Electricity. Who the hell needs oil when you can literally make an entire base run on high tech stuff? Make a little charging pad or battery type that the colonists can plug the car into when they are done with it... also a garage door would be kewl... <3~

Also the above gives a lot more research options should you all be okay with it. More battery power in the thing, faster movement, more health, maybe even the ability to fire out of it for lesser scouting runs or to assist with hunters! Lots of really great options that wouldn't be too hard to implement here Ty! It could also play an interesting part in the sieging system as well in regards to getting from point a to point b.

Now for those of you not so vehicularly inclined I think it's about high time we get the ability to give our colonists some real gear! I'm talking getting them from their crappy rags to some actual grade stuff. Starting early on sure the colonists have little to work with save maybe some of the more military background'd colonists such as Assassins or Commissars coming equipped with some armor but other than that a bit of Muffalo fur and some metal in a new crafting bench thing and BAM! You now have your first tier of armor for your Colonists. No longer does the battle become some idiotic struggle of shuffling out colonists so the healthy ones get hit so the damaged ones can move back. Taking less damage for different types of armor means your colonists can actually defend their home and get close to do so. Got a psycho who loves her Shotgun? Get her loaded up in some high defense armor and let her go to town being a jerk! It doesn't stop at armor; give your colonists a backpack and see as they carry much more when they go about their lives! Your miners are scared of the dark so why not give them light helmets to see in the dark with?


Sorry, sometimes I think up silly things but seeing as the game is going to be filled with great options and opportunities it would be silly to miss out on these potentially amazing upgrades to the game. What do you all think?
#67
Edit: Wonderful news! Rhopunzel has agreed to help out with the initial art needs when she has spare time! Oh this is going to be a wonderful project :D

Howdy folks! I'm just a random poster here on the forums and while I sit around poking and prodding through the forums I thought "hell, this modding thing isn't so difficult!" This was then followed by "oh crap I have 70-80 hour work weeks!"

So here is my proposed plan. I would like to know if we have any aspiring modders on this Sub that might be interested in forming a modding team. The overall goal will to just make mods that are fun or add things to the game that really just sing well with the system Ty has already given us! Looking for a batch of friendly people though as friendly teams are successful teams. I will be taking over the group as the leader and taskmanager and for those who are voice inclined I do have a Teamspeak available. We will also have a Skype group active.

What we need:
Coders
Artists
Idea people!

Now onto our first goal in the team; Project K9!
Dogs have been a staple part of human existence for thousands of years and as we pluck through our share of Muffalo, rabid squirrels, and boomrats I question where man's best friend is hiding in the fray. With Project K9 the goal will be to bring in a new animal that can be trained to have functions. This won't just be another animal that just sits there being stupid, we're talking an animal that is pretty much a colonist but with different bouts of functionality.

Dog Breeding: Raise them from a puppy to an adult and you have yourself a cute little beast that is ready for training and helping the colony.

Dog Training: This is where it gets interesting. Through the investment of researchers, take a dog and give it the ability to learn tasks that colonists are already capable of! Train your dog to haul, train your dog to doctor, train your dog to hunt, etc! No, your dog will not be a firefighter but it can be a damn fine melee fighter!

New Furniture: A dog has to have a place to call it's own! Build a kennel out of new walls to keep puppies from going too far. A dog bed is great for inside the base where it works like a super bed. Food and water bowls act like hoppers but the dog eats from them.

Benefits: Your colonist sees a dog, well that's a few points. "Had a Conversation with a dog" that's a few more points, OH JESUS A PUPPY WAS BORN! That's going to keep morale up! ETC.

More to come: I'm just one guy so these are just some generic ideas I had. There will probably be a lot more options in time but for now this is the small list I could come up with!

Quote from Tynan: "This should be doable, but it will be a challenge because you'll need to do some serious AI programming. Which is fully possible within the given modding tools, but again, not at all easy.
That said, since they're dogs, their AI might not be thaaaat complicated. It really depends on what you want them to do.
Good luck! I'd love to add such a system into the game. Let me know if you need any info or help once the project is started."
#68
So my last poll garnered some serious attention so I figured the community enjoys getting a stronger voice from time to time in regards to content; which honestly is one of the best parts about indie gaming is the fact that some devs actually care! Thanks Ty, you actually give a crap about us and we love you for it ;.;

So, the factions system is amazing and funny all at the same time, but a bit barebones! It lacks some of the more interesting concepts that I have no doubt will be fleshed out in the near future if anything. I wanted to see what the community would like to see added though and threw in some options, feel free to post your thoughts though and I'll throw it to the vote if it seems likeable enough!

1: Actually being on the map. Not all computers can handle 50-100 random colonists on the map and that's okay; but it would be a lot more interesting if the other factions could set up camps and locations on the map that give you better access to their people. Maybe send a social colonist to go chat with the camp's leader for a bit and increase how much the faction likes you.

2: Designated Buildings. Personally I think it would make RimWorld more interesting to have the ability to designate rooms but meh. For the sake of colonists visiting though I get tired of watching a random batch of allies standing outside of my base with their heads up their butts unless a random squirrel goes crazy and tries to attack. Let us build them a bunkhouse/camp for them to stay in. This gives the ability to opt in for visitors to stay longer or even give you time to impress/work with them. Also could lead to some pretty amazing combat options overtime.

3: Marketplace. I know the comms system is fun and all but it leaves a lot to be desired at the moment. Sure it's great for contacting people easily but outside of calling for help and bribing it gets kinda dumb really quickly. I propose that around day 20/day 30 all friendly/passive factions send a worker or two to a designated spot within about 100-200 blocks away from the players main cluster of beds/buildings and build a small-medium base with a shop network in the middle of it. This could serve as the global market that factions can use to sell and buy items. This is good for multiple reasons. 1: This opens up the ability to maybe make peace with pirates over time through selling/bartering with them instead of the "go fuck yourself" attitude they have. 2: It makes a hell of a lot more sense then stuff magically being removed from your stock of stuff. 3: It opens the door for individual faction types to offer different items that others might not such as pirates with weapons/slaves and tribes with cheaper mats. Oh, also the Marketplace can be invested into by the player to make it larger and nicer or even offer benefits such as places to rest that are open to the colonists or defenses to protect it from raiding parties. Might even open up the ability to hire mercenaries that get paid daily for their services/workers that help around the base for the right price.

4: Favor System. Removing the "I'll give you a crap ton of Silver so you don't hate me" and replacing it with a system that revolves around helping one another. Sure leave the silver bribe system but offer us better options. Sending a high ranking med colonist when a neutral colony is ill opens up an interesting scenario akin to what games like FTL offer. Maybe your colonist gets the illness, maybe they cure it, who knows but it might help your relationship! Just a thought.

5: Piracy Diplomacy. I'm not expecting miracles here but it gets kind of old not being able to talk to the pirates at all. I understand they are jerks and all but they should be able to slowly be swayed. Also if you befriend the pirates it might piss off their enemies that are already your allies. Potentials of an interesting tradeoff seems high.

As always, please post your ideas and thoughts on why you voted for what.
#69
I just figured I'd throw this up just to see what people would like to see/have in the next-next update. Not the upcoming one that Ty has been working himself to death over but the one after that. This poll doesn't really benefit me personally but gives a very broad range of game changing options that, if supported enough, might push Ty to look into adding it sooner rather than later.

Poll is very straightforward and if you think you have an idea that many people would like go ahead and throw it in the comments and I'll see if I can't add it to the list o' options. Also please if you could take a few minutes from your posting fun please say what you voted for and what you'd personally like to see in game sooner instead of later!

_______________________
I chose misc-gimmick because I'd like to see an oddity added to the game that could really make for an interesting addition to gameplay... Dogs... Man's best friend. Think about it; your colonists are huddling for warmth on a cool night but you notice that there is some left over food halfway across the map. Do you send a colonist who might go insane to go get it or do you task Scruffy as a hauler who can then quickly bring over really small bits of food per trip? Not to mention the benefits to hunting, mood boosting, and combat that a dog could add. PLUS PUPPIES WOULD JUST MAKE A COLONY EXPLODE WITH RAINBOWS! JUST SAYING!