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Messages - shade88

#16
Mods / Re: [Mod Request] door for jail
January 27, 2015, 05:42:23 PM
All you would really need for such a mod is an additional item - "prison door", for example - that clones an existing "prisoner designation" from the room on one side to the room on the other, and then allow prisoners to use this special door. The code for prisoner designation would take care of the rest by, for example, failing to work if it leads to outdoors. Prisoners should have the same basic AI as colonists, so actually using the doors shouldn't be a problem either.

If I understood Vader, he tried to extend the prisoner room into the room on the other side of the door and failed because the code actually divided it into 3 separate rooms, but that was an unnecessary attempt: you don't need to add possible functionality to prisons, you simply need to remove limitations to pre-existing functionality. A simple, prisoner-usable item that turns both rooms it borders into prisoner-enabled rooms should do the trick.

...But then again, I might be totally wrong. :P
#17
Ideas / Re: Trader Affinity
January 27, 2015, 05:12:53 PM
Quote from: TrashMan on January 27, 2015, 02:55:35 AM
IIRC, won't trade ship be completely replaced with traveling traders?

Makes far more sense to me than constant ship traffic around a abandoned planet with shipwreck colonists.
Plus, with all that traffic, you'd think the colonists could just call for help...? Like asking the traders to "beam me up, please" and "get us the hell out of here!"
#18
Ideas / Re: Animal husbandry
January 27, 2015, 05:10:28 PM
Quote from: Mihsan on January 25, 2015, 07:10:39 PM
100% will be in RimWorld because "Western vibe of Firefly" (not the same w/o cowboys, right?).

Anyway I support this idea. Also would be awesome to have rideable horses.
Quote from: CedricO on January 25, 2015, 07:51:32 PM
I want a bloodthirsty muffalo to trample all over my hated enemies ..... the mechanoids .... *raises fist to sky* damn you mechanoidss!!!!!!! :)
Quote from: Feirfec on January 25, 2015, 09:54:29 PM
Please don't let Tynan read this, could you imagine if we had trample damage.

... Psychic wave event ... everything fine though Alpha Muffalo are stampeding through your freezer ...

Psycotic Alpha Muffalo vs Scyther would be cool to see though
Putting those ideas together, you get rideable, breedable muffalos that inflict trample damage on mechanoids. Sounds pretty awesome. ;)
#19
General Discussion / Re: RimWorld change log
January 27, 2015, 04:53:46 PM
Quote from: Logged ChangesAlcohol suppresses pain and thus allows pawns to stay standing where otherwise they'd collapse from pain.
I wonder if this means we'll be able to use alcohol in place of medicine as an anesthesia (for surgeries)...
#20
Ideas / Re: Your Cheapest Ideas
January 26, 2015, 06:02:06 PM
Quote from: Toshiro on January 26, 2015, 05:06:32 PM
Just registered here to say a few things I think could really make the game more enjoyable! I really think it's quite good, the reason I even do this is because I obviously have some faith in the game.

But, I've noticed I tend to lose interest with my colony after a while. One of the key requisites for me in these types of game is the ability to create a safe, balanced place where my people could live in peace and happiness. But in order to create that story I need more things that stimulates my fantasy than there is currently. I think the traits is a great idea btw, and a lot of storytelling can be created through roleplaying a bit with them.

But a simple thing would also be to create a sense of belonging. Atm, when someone's house/room is very small and crowded they dislike it while there but then it goes away. The same thing happens when it's big and beautiful. But in reality, if you have a small terrible home that is going to affect you the whole day and vice versa, so i think there should be something like "My house is lovely +15" or "I have a shitty house -15" etc. that does not go away. That would increase the point of making nice homes for people.

Furthermore, on the same thought although a bit harder to implement, would be to have general feelings about the colony as a whole. If there is a lot of turrets around "I feel safe +10" or "I feel unsafe -10" if it is beautiful "My colony is beautiful +10" etc etc etc. I think you get the general idea here. I realise this might be fairly complex things to properly integrate into the game, but a simplified version (if someone exploits it fine, you play games like these for your own pleasure) I don't think would be to difficult to create, I don't know.

I would also love to see an elaboration of interactions between colony members. Love and jealousy, fear, respect, hatred, so forth. An empath with a deep social skill/need, how would they interact with a sociopath? Of course, the layers can be made extremely thick, but I would like to see some recognizable bonus if you for example have a colony where everyone is friendly or vice versa, personality homogeneity might give a bonus or a negative or perhaps both (less people want to carry stones and shit) bonus (but they are happy).

Maybe this is all in your plan! For me to make me wanna play the game over and over again there would need to be rewards for making life for my people good, and I don't want to have the space ship actually. I want to create a balanced society that life in peace and prosperity. Of course I understand that you don't even come close to their budget, but one of the things that europa universalis 4 does so right is to have a very harsh, potentially lethal world, but if you play the game carefully and deliberately, you can become so powerful that nothing can touch you. And once you do that, you feel like you fucking earned it and you revel in the glory. Glory man, I don't want to flee my colony, I want to revel in it's glory!

Edit: also, I just remebered, it would be great to be able to have a feast of sorts. If you're really in balance and stuff, have a party where you invite other clans! You have to have food and perhaps you could implement alcohol as well!! If the food is plenty, the alcohol to, and you have a blasting time, it would be bonus like "Great fucking party man!!! +20" that would drop by a point each day +19 +18 etc. And also, and here comes the good part, you could invite a fellow tribe over, perhaps as a way to broke for peace... and then murder them all in their sleep!!!!!!!!! Red wedding-way! Stuff like that man, with the very potent combat system in place, would make this a great game with infinite re playability.

Alcohol's already in the development change log for alpha 9.
#21
I agree; as the game currently is, there's little to no need for changing the current transplant system. However, I do hope transplants take on a large enough role in the future that such a system is plausible.  ;)
#22
Ideas / Re: Your Cheapest Ideas
January 25, 2015, 10:36:27 PM
I'm not sure if this was mentioned before, but a simple idea I've really wanted: Prison Doors.

All they'd need to do is allow prisoners to interact with them, and make the rooms on both sides of them into prisoner rooms. They couldn't be placed unless both sides of them are rooms, which would avoid any complications related to prisoner AI when dealing with the outdoors, but a roofless room could be used to relieve prisoners of their "cabin fever".

The reason I want this:
   -No more prisoners insane from cabin fever!
   -Prisons could actually be set up like small houses: dining rooms, walk-in storage, etc.
   -Prisoners could have social chats with each other and their own rooms!

It's a small thing, but this one item would make the game much better!
#23
Quote from: Feirfec on January 25, 2015, 09:16:44 PM
off topic but, I've had a few times were a prisoner had an infected kidney(untreated) i removed the other by mistake, and then a lung (to balance the cost of medicine used) The prisoner survived a long time 6-7 days maybe as that was when i notice another prisoner lying on top of his dead body.

Question 1 : How long does it take for an infection to "kill" colonist?

Question 2 : Will "addiction" effect organs and colonist condition in Alpha 9?
It depends on how often they stay in bed, and whether or not they're treated at each stage of the infection. I've had colonists die in just 2-3 days because I had them active and didn't treat them, while it's actually possible for a well-rested, regularly treated colonist to "develop an immunity" to the infection. Resting colonists and those that have been treated develop the immunity faster, while active and untreated colonists might not develop it in time, which kills them at the end of the infection's final stage ("extreme"). I'm not sure how long it takes for the infection to progress to the next stage, but it's basically a race to have them develop an immunity before the infection becomes fatal.

I'm not sure if addiction will affect organs in Alpha 9, but if it's anything like the caffeine addiction from the coffee mod, it might become something like a permanent penalty to the colonist's mood (like pessimist or depressive), that only disappears for a time if they satisfy their urge to drink.
#24
Quote from: Damien Hart on January 25, 2015, 08:28:04 PM
The cool down is really more of an issue in the late game - when all the metal on the map is exhausted, you'll always be buying metal; when the raider waves are becoming particularly aggressive, you can't afford to wait for a cool down to buy medicine, you have to grab everything that presents itself.

Your comment about having short-term cool downs to prevent bulk selling would make an effective alternative though.

As far as corpse harvesting vs transplants, it was in reply to your statement

Quote from: shade88 on January 23, 2015, 04:40:28 PM

It might break the balance, but people might need those organs for more than just selling.

Unless you have some purpose other than transplants in mind, I'm not aware of any other use than selling them? Also, bad back and cataracts aren't fixable via transplant, only bionics (for cataracts, anyway).
Ah, I think I see what you're saying. I think I was unclear in my initial response: What I should have said, was that while the limitations to selling too many organs is reasonable, it shouldn't also limit the transplant system. I presented the supply and demand system, because I saw it as a way to free up more options for transplants, while still restricting those who'd try to exploit the system to get a game-breaking amount of  money. Also, I forgot to mention this in my last post, but I didn't intend to include anything other than organs in the hypothetical supply and demand system.

Later on, I said the same thing mirrored: people might use organs for transplants, but the reason a supply and demand system would be needed is because they won't be using those organs for transplants alone; they'll also be selling them.

As for bad back and cataracts, I was answering your comment that you couldn't think of any age-related injuries.If there were more harvestable organs, however, then there would likely be options to transplant eyes, which was actually one of my points (though I agree a spine transplant is...unlikely). I think we're arguing the same point on this one. :D

In short:
   -People should have more transplant options.
   -Supply and demand would be an example of how to keep the game balanced after adding new organs to the transplant system.
   -There are probably better methods than supply and demand, but the point is to keep the limitations to the organ trading, not the organs
     themselves
#25
General Discussion / Re: Tales system
January 25, 2015, 04:19:57 PM
It seems to be a system that adds background stories to certain items. For example, in the descriptions of weapons engravings are added that tell stories of past events that happened in the colony. I think the change log mentioned that there will be randomly generated stories too, in case the item can't call on colony events.
#26
Mods / Re: Idea: Add the ability to hunt humans
January 25, 2015, 04:12:42 PM
Quote from: InfinityKage on January 25, 2015, 03:32:51 AM
Quote from: 3771m on January 18, 2015, 02:20:31 AM
They'd just keep shooting the ground and eventually hit their own friends in the brain, then go insane from sleep deprivation and starvation.

I don't get why this would happen...

You obviously have never hunted in Rimworld...The colonists sometimes take days to kill an unconscious squirrel, and the ai doesn't know the meaning of "line of fire".
#27
Quote from: Captain Crash on January 25, 2015, 01:47:45 PM
Thanks guys, knew there was an easy answer but couldn't figure it out. Second cooler worked like a charm.
I had this long explanation written out, but you replied as I was typing it. So now all you get is this puppy. ;D

Seriously though, glad your problem's solved. I will point out though that simply adding another cooler wastes energy. Try instead expanding the hallway, and moving the cooler pointing into the freezer so it borders the hallway like the one for your refrigeration room does. That way you don't need to waste energy on a third cooler when only two are needed.
#28
The way things are going, this'll be another new feature added in alpha 9.  :P


Seriously, though, awesome mod! ;D
#29
Quote from: Lochar on January 24, 2015, 10:11:18 PM
I will add my 2 cents - not opposed to the idea, but I would rather have animal breeding and domesticated livestock options before this, plus a lot more.

Maybe when relationships are introduced into the game then it MIGHT have merit, but like others said, the shelf life of an colony doesn't have that type of long term investment. DF imo was a city builder, it was possible with careful play to have generations if you weren't playing it to challengly, but RW is more of a timed survival sim, yes you don't have to rush to make a ship to leave, but right now playing past certain time frame just becomes stagnating.

Aside from all that , whatever he points in I will play with, but again it would be low on priority list for myself to see kids before many other things.
IMHO, livestock is also a much higher priority to me. But I also want to see something that adds to the end-game, like new generations. It gives you something to look forward to, you know?
#30
Quote from: TheSilencedScream on January 23, 2015, 10:44:27 AM
I meant to comment on this a few days ago and forgot.

I'm against it - not from any in-game standpoint (as baby-making, child-bearing, and toddler mishandling aren't problems) - but, personally, I just don't want Tynan putting the effort into it.

That's a completely new character model, priority system (does someone firefight, doctor, or tend to baby first?), modified need system (babies eat more often - though, less food - and sleep more often), and the end result? They serve no purpose beyond "immersion" or whatever other fancy word you'd like - because it would take real life days of play-time to get them to an age that would make them useful (and that's if you can build a big enough killbox to survive that long). Their need system would also have to be modified as they grow, their character model would need to do the same...

It's a lot of programming and hassle, in my opinion, and it just doesn't warrant implementing such a system when I'm willing to bet that most people don't play a colony for longer than 3-4 years in the first place.


As for a "growing vat" or something similar, that would serve better as a mod, I'd think, simply because it would make gameplay too easy. "We'll set up twelve of these and come back to them in a year, to have twelve fresh colonists for play!"
Okay, here's why there wouldn't be nearly as much effort needed or trouble caused as you think:

   1.New character models? A child would just be a scaled-down adult model, and a baby would be an even smaller child, sideways (in it's mothers
      arms)
   2.Priority? If a "growing up" system is introduced, then caring for the baby would probably becom a mandatory job for the mother - no priority
      about it - and if a "growing vat" item is introduced, then the baby would essentially be added as a bill for crafters or doctors (just like
      butchering is a bill for cooks, etc.)
   3.No purpose? It would add an easier method for growing a colony, other than strong-arming some raiders you just beat the s**t out of.
   4.A lot of programming? For reasons I just described, it would just be additions to pre-existing code, and not a lot of it at that.
   5.Time consuming? Obviously not a problem for the "growing vat" idea, and if a natural growing system is introduced, then it would be easy to
      introduce some kind of education/hibernation pod that "accelerates time" within it, as a mid-game item to research that replaces a child's bed.
      Think Sylvester Stallone in "Demolition Man", for an example of what I mean by "education", and the cloning machine from Doctor Who
      (Doctor 11, I think?) for an example of "accelerating time" for the purpose of faster growth.
   6.Getting them to a "useful" age isn't that hard - historically, children helped their families with farm work until quite recently, and there are
      shameful examples of child labor as well. It might be unethical, but children could definitely help out with hauling, growing, mining etc. in the
      morning, then accelerate their growth at night.

In summary, all that would be needed:
1-Two re-sized adult textures: one for a child and one for an infant.
2-Three new events: Infant born, Infant becomes child (~1 year), Child becomes adult (~1 in-game season in the growth chamber)
3-One new item: Either a growth chamber or a growing vat
4-Allowing the item to be unlocked through the cryogenic pod research, or something like that
5-Disabling drafting and other "dangerous" jobs for children.

There are some other unnecessary things that could hypothetically add immersion to the game, as you said, but this is all that's really needed to introduce a child system into the game. A genetics system isn't even needed if the developers don't have the time for it; they could adapt the same random character generation script that adds migrants to your colony into the birth event, and refine it if they choose later on.

...Wow, I did not mean to type this much. Sorry. :-[