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Messages - Vexare

#166
Ideas / Re: Random Landing Site Option
February 08, 2015, 07:46:45 PM
Quote from: Kagemusha on February 08, 2015, 07:43:33 PM
+1 all the way.
I always want a random start and twitch my mouse around with my eyes closed and stop on a location...this is not an elegant system :P

I think randomizing a smaller section should be how it runs. We have minimal 'retrothrusters' on the crash pod and can select a crash site within a few blocks of a chosen grid point.

Haha that's great about the random mouse twitching. I thought about doing that but I knew I already could just go up or down and hit ice or not ice because I already knew where they were generally.

For this playthrough I'm doing now - which is my first attempt at Randy Random (wow talk about insane) - I let my 5 year old pick the spot while I wasn't looking. Amazingly he put me in such a perfect spot I couldn't have done better by scouring the map myself to find it haha. He's about as random as it gets and I thoroughly expected to be somewhere on the ice plateaus.
#167
Ideas / Re: Random Landing Site Option
February 08, 2015, 07:43:58 PM
Quote from: OpposingForces on February 08, 2015, 05:20:27 PM
trust me it didn't start that way. but it's getting there. i like the idea of just picking random spot when making a new colony. it's be nice if by picking that you also didn't get to re roll colonists.

Oh I'm painfully aware of how rough games can start out in Alpha phases. I really wish they'd change the name of the Steam "Early Access" system to "Concept Game Testing" or something because Early Access has just misled people into thinking they're buying a nearly finished product and man a lot of those games are just real stinkers that should not have ever gotten greenlit until they were more finished. This game is great and more of what I expect from buying in early (To me it's more Beta pre-release phase). Sure it's missing some things and has some bugs but it's a really solid game that's better than most I've tried recently.

But hey I went way off topic here!

The idea of a random start is definitely appealing with this game because of how rich the RPG factor is with the great character profiles and infinite possibilities of combinations of personalities creating detailed stories that are never the same with any one playthrough. This appeals to me so much.
#168
Quote from: milon on February 08, 2015, 03:54:42 PM
Yep, them's the breaks.  Options:
1. Move her bed really close to / in the kitchen or she'll starve
2. Put her in cryptosleep
3. Harvest organs / euthanize  :(

Awww! :( I can't bear to euthanize her - she's one of my favorites and was a great doc, saved quite a few of my colonists during a couple of near massacres! As a veteran founder and loyal doctor, she shall be retired to wandering the halls of our compound and being fed and looked after by the others. She does feed herself and continues to heal people but just very slowly and not at the great skill she had before. Sad story but makes for good storytelling in my current epic adventure!

PS: While I love mods that enhance games and add flavor, I don't really like to use them to remove intended features just to make a game play nice the way I want it to go - that seems cheaty to me :P RimWorld is ten times more interesting because of the little people's 'flaws' and mistakes which creates far more colorful stories like I mentioned above.

#169
Quote from: Tynan on December 22, 2014, 05:36:36 PM
This bug will be fixed for alpha 9. Thanks for the info everyone.

Hi Tynan, thanks for being so on top of this stuff - the amount of tester feedback to dev feedback on this game is amazing and it shows in the quality of the game!

This is actually the first noticeable bug I've had since playing three different created worlds for quite a long time - one of them is near 150 in-game days and has worked smooth as butter.

I don't know if this would be repetitious info since it seems like you've already found the cause - but I will add that when this happened in my game, the colonist who was tailoring coats suffered a mental break (or a brain injury from bullet I'm not sure which since she still has old injury brain in her medical sheet). After wandering around for awhile and finally recovering, she began her coat making duties again but now she seemed 'confused' to the point she wouldn't finish the coats or was taking excessively long to do so. One unfinished coat got thrown in an excess overflow stockpile and now I can't move it no matter what I do. I've removed the stockpile zone and the unfinished coat just lays there...no one will interact with it or pick it up.

The bug seems to have recovered a bit and new coats are being made now but that one unfinished coat just lays there haha. I've decided it's just part of our decorative clutter now. :P

Hope this helps on feedback. I definitely think the mental break had something to do with triggering the bug.

*edit: re-read other replies and pieced together that probably what 'fixed' my issue was destroying and recreating the tailoring bench since someone else reported theirs just stopped working altogether, no one would use it no matter what was queued.
#170
Ideas / Re: Random Landing Site Option
February 08, 2015, 03:14:22 PM
Quote from: loc978 on February 08, 2015, 01:44:01 PM
While we wait for the possibility of this idea getting picked up... [MOD] ( Alpha 8 ) EdB Scenarios has you covered. For extra randomness, you can tell it to randomize the starting month, too (lately I've been doing that with the "crash landing" scenario).

This is fantastic, thanks for the suggestion! I've not played around with mods yet in this game but was a huge mod addict in games like Fallout and Skyrim and the Sims.

I'm still plugging away at a semi-random game I created to tell a story but then I'm going to give the Scenario mod a try. Looks like it has three options that are all interesting twists on the vanilla start and could really change the way you play. Def. something I think Tynan should implement too. :)

*Edit: You know what's really cool about RimWorld? I've played tons of hours and had a blast and realize now that straight out of the box it's very solid and doesn't *need* mods. That's amazing. Tynan you're a genius.
#171
Ideas / Random Landing Site Option
February 07, 2015, 07:42:21 PM
Hi there,

After playing through a couple of test games and having a blast, I have a small list of things I think would make this already awesome game even more awesomer.

My main wish right now is for the option to randomly generate the landing site after I've created the world map. While I also like the ability to choose exactly where I want to try and build, I think it would be a lot of fun to leave it up to chance where my colonists crash which is pretty much what would have happened in the scenario anyways.

The game AI should keep it to actually viable locations (nothing in the middle of the ocean unless you are going to make floating or underwater colonies an option haha) and you could maybe get the option to choose a hard, medium or easy location to help narrow it down a bit but other then that it should be a complete surprise where you land.

I like Randomly Randy - lets give him some more random with the map too. ;)
#172
Stories / Re: A Tale of Desert Pacifists
February 07, 2015, 07:29:39 PM
Hi Rhadamant. Just wanted to say I read through both of your stories and absolutely loved them. You have a good gift for story-telling in a short, but interesting way that isn't too wordy or overdone. I hope to do that well when I get around to telling my colony's tale soon too.

You have inspired me to start a story. I'm sifting through screenshots and cropping them down in size. This is a daunting task to keep it moving along briskly and cover all of the events that take place without bogging down.

Thanks for a great read. I'm brand new to RimWorld and loving every minute of it (or hours and hours as it may be haha ;) )
#173
This is similarly related to a question I have regarding permanent injuries. In my current game, my favorite colonist, and coincidentally the group's doctor took a gunshot to the brain and it's still apparently lodged in there causing brain damage. She moves slower and at first wouldn't do much other than wander around after a near mental break. She's back to working now but still very slow and not the greatest at sticking on task. I guess that's realistic for brain damage hehe. Is there any way to repair brain injuries (without a mod) or that's just the breaks for that character?
#174
General Discussion / Re: Introduce Yourself!
February 07, 2015, 06:36:15 PM
Hello, I'm Jules - or "Envie" - or "Vex" in most games I play.

Being a girl-gamer, I've found not many of my fellow female gamers enjoy RTS Survival or FPS Survival games which are two of my favorites. I also love the traditional fantasy games and MMO's that tend to draw a bigger number of women but have moved away from that genre recently after years of it and being pretty burnt out on the whole thing.

Here's my answers to Tynan's intro questions:

-What introduced you to RimWorld? Or to this style of game in general?

I actually read about Rimworld in a post somewhere on Reddit with a list of "Best City/Colony Builder Games for 2015" or something like that. I was immediately hooked when I took a look at some Lets Plays. I watched Cohh Carnage play through his 'tutorial' sessions and loved it! I've been searching for a good solid RTS colony or city builder for awhile now but frustrated at the lack of good ones. I think the first RTS I ever played that had me hooked for hours on end was Age of Empires. The most recent one I loved was Anno 2070 - a great futuristic colony game. But those games lacked the human AI factor ... the sim-personas I had always wanted for storytelling. I'd rather tell my own stories as they develop than have the game dictate that. I love sandbox games for that reason.

-What's your favorite other game?

My all time favorite game is Fallout 3. Yep, I'm a die-hard post apocalypse survival fan to the core. I'm pretty sick of everyone overdoing the zombie theme though ... can't we just have a good nuclear-wasteland survival game that's like Mad Max meets Fallout meets Firefly?? :)

Rimworld satisfies my need for doomsday survival quite nicely - I love it!

-Most embarrassing gaming-related story?

This is a tough one since I haven't played a lot of multiplayer games in the past year or so other than some dabbling in 7 Days to Die and the other zombie games. I did accidentally leave my teamspeak mic on one time and could be heard by my entire gaming guild using the toilet and singing while doing it (bathroom right next to my bedroom and desk) ... that was pretty embarrassing but that was years ago in an MMO I shall not name haha!

-What kind of breakfast cereal is the best?

NONE! Breakfast cereals are for sneaking a bowl of your kids favorite nasty flavor late at night while staying up way too late playing Rimworld! Breakfast of champions is strong coffee and a Tex-mex breakfast burrito Austin style!

And/or put up ridiculous pictures, as you see fit.

My five year old making perfectly OCD rows of color coordinated carpeting in Minecraft. A chip off the old block! <3


[attachment deleted due to age]
#175
General Discussion / Re: Endless play thoughts?
February 07, 2015, 05:59:44 PM
Hello, brand new Rimworlder here - in fact this is my first post. :)

I've played through two worlds now on two diff settings, one basebuilder and one random (much harder) and I absolutely love the AI and storytelling scenarios! There is, however, a part of me that wants an endless play option too and so I really support this idea and am encouraged to see Tynan responding with thoughts on that since it obviously creates a lot more work to be done to optimize the game for such play as already stated.

I've played plenty of games that had both campaign and sandbox free-play options at the start but this game just screams out for a sandbox option because of the wonderful stories your colonists have to tell in their survival. They have personalities and distinct differences and therefore no two colonies would ever be the same. Some might end up being militaristic hivemind bases due to the types of colonists who founded it - another might start out as a peaceful pacifist community and slowly degrade over time into ruthless killers out of necessity. These things take time ... and time takes endless play options. My colony at 1 year would be much different from the colony that it becomes 5 years down the road. Definitely a big appeal to me for this despite what must be a coding / optimization nightmare for Tynan. :)

EDIT: In reading the replies in this thread I think I agree that a container system like Dwarf Fortress rather than open stockpiles might help if you're concerned at bloat performance issues in longer playthroughs. I really really want to play my colony much longer than just a few months or a year but I can see where the saved file memory size and performance would suck as time went on.