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Messages - Ramsis

#526
Don't go too far friend! I'll totally add you to the art group if you're interested :D We need furniture up to wazoo!
#527
That would be awesome Black but at the moment I'm trying to see if Rhopunzel wouldn't mind helping out with giving us a base to color in for the dogs. I mean we already have her drawn colonists, might as well have her give us the starting point for dogs for when Ty merges the mod in if we get lucky :)
#528
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."
#529
Quote from: Razorsharp on March 09, 2014, 09:39:22 PM
All information is on the main site. Google for more videos etc. http://unclaimedworld-game.com/
All in all i think this might turn out an interesting game, and if i dare say - even more interesting than Rimworld
Your thoughts?  :)

Hi Razorsharp, as someone who was an early alpha tester for the game I'm going to go ahead and shit on your parade. The game is honestly boring as sin with little to do and no real goal outside of a thrown together story. I wanted to like it I really did but it just came out as some odd pipe-dream that falls short really quickly. Sure you can blame early access but honestly RimWorld is in dev-stages far younger than this game and it's 12 times more interesting than Unclaimed. Save your dosh.
#530
Quote from: Tynan on April 12, 2014, 12:25:00 PM
I actually really like the marketplace idea. I've been thinking it would be cool to be able to set up a little inn or shop of some kind, where you can place items for sale.

But I do have a lot on my plate (http://puu.sh/85PbM.png)...

We know you're busy as hell Ty and if I could stop attempting to prod the community for five minutes in regards to learning what they want I would so try to help :<

Honestly the Marketplace just makes a lot more sense and removes the need for the comm center setup completely; I mean you already dislike the random ships that are selling stuff out of nowhere. Just, honestly groveling for this, let the player spend money/resources so the thing can upgrade to be bigger and better! Heck, you could even hold a contest for the design and that will just spur up some community love for the different tiers and upgrades that the market/town/city could receive.

Honestly you changed the game when you stopped having the sky poop out pirates and now had them waddling towards your base. Made me think "well if there are civilized people where the hell do they get any trading done?"
#531
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.
#532
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!

#533
Outdated / Re: [MOD] (Alpha 2) Better Power (v.1.3)
March 08, 2014, 12:36:45 AM
Quote from: Vas on March 07, 2014, 09:33:59 PM
If this is the case, I'll stop the development of mine once Alpha 3 is out and delete it.  No need for 2 mods with wall lights.  I can't do DLLs so mine would become useless anyway when other people are doing much better things than I can ever do.

You might also need to rename your mod, if you start adding multiple things to it.  It would no longer just be better power, but added lights and even a gun.  Perhaps The Architect Mod? :P  I dunno.  I could give my texture for the wall lights unless you have a better one.  I was going to go create some colors for the lights, if you want I can create them and just give them to you for when Alpha 3 is ready.  :P

Do you think there'd be a way to place stuff without needing each individual color though in the list?  I don't like a huge cluttered up list of stuff really.  One idea, is if you have an object that has different colors, you build it with it's default color, then click the object and a small color menu pops up letting you select a color, it will show the object's color while you hover over it so like a preview on hover.  If you click, it will require someone to go modify the building, taking a second or 2 to apply the paint job, possibly even a single resource to keep you from changing colors constantly.  :P  Just some thoughts on a less cluttered build menu is all.  This can work for all objects you allow color choices on including carpets.  :P

*COUGH COUGH MAKE A MODDING TEAM COUGH COUGH*
#534
Quote from: letharion on March 07, 2014, 06:19:59 PM
Quote from: Ramsis on March 07, 2014, 05:37:50 PMI actually play RimWorld ... through an app called Splashtop.
Very interesting. Just how well does it work? Does the UI translate reasonably well to the touch interface? I may be motivated to buy a new tablet soon ;)

Thinking more about it, it actually seems highly fitting for RimWorld to work on tablets. Because of it's story driven nature, one could think of RimWorld like something of a dynamic book. I imagine sitting in the couch with a warm cup of tea (or a glass of wine) would work at least as well, or better, than sitting by a desktop when playing.

There is a hell lot of pausing and a bit less highest speed but otherwise it plays like a dream!
#535
I was actually bothering Tynan earlier in regards to playing RimWorld mobile. I actually play RimWorld on my Android and my iPad through an app called Splashtop.
#536
Outdated / Re: [MOD] (Alpha 2) Better Power (v.1.3)
March 07, 2014, 04:39:53 PM
Quote from: Vas on March 07, 2014, 03:32:53 PM
Quote from: Ramsis on March 07, 2014, 02:46:38 PM
I want to see everyone's light wall before making my decision on which to download!

No one is going to make a mod exactly like mine just to have 2 different versions out there.  If a mod is made, it is highly unlikely someone else will re-make it.  If someone has a texture suggestion, they can feel free to tell me and I'll consider it.  For now, mine is the only one that has lights built right into the walls and it's already got some users too.

http://ludeon.com/forums/index.php?topic=2287.0 is the lights Architect was talking about on that page you linked.  His aren't wall lights, they are colored lights.  Maybe he had plans for wall lights, but I already made them.  :P  I can also make them in a variety of colors if I wanted, if someone asked for them that is.

Anyway, this topic is about Power, not lights.  You should be talking about this either on his colored lights topic, or my wall lights topic.  :P

I'll be the judge of where to talk about it good sir! He said he'd be merging the lights mod into Better Power I believe.
#537
Outdated / Re: [MOD] (Alpha 2) Better Power (v.1.3)
March 07, 2014, 02:46:38 PM
Quote from: Vas on March 07, 2014, 02:29:13 PM
Quote from: Ramsis on March 07, 2014, 02:21:18 PM
http://ludeon.com/forums/index.php?topic=2324.0
Nope not you Vas :)

Well my wall is exactly what he asked for.  :P

I want to see everyone's light wall before making my decision on which to download!
#538
Outdated / Re: [MOD] (Alpha 2) Better Power (v.1.3)
March 07, 2014, 02:21:18 PM
Quote from: Vas on March 07, 2014, 01:31:44 PM
Quote from: Ramsis on March 07, 2014, 10:01:19 AM
You told the other guy in the idea section of the modding board that there would be walls that could generate light? Did that get in or did you not get there yet? :)

Are you referring to me? :P  I mentioned wall lights.
http://ludeon.com/forums/index.php?topic=2414.0

http://ludeon.com/forums/index.php?topic=2324.0
Nope not you Vas :)
#539
Outdated / Re: [MOD] (Alpha 2) Better Power (v.1.3)
March 07, 2014, 10:01:19 AM
You told the other guy in the idea section of the modding board that there would be walls that could generate light? Did that get in or did you not get there yet? :)